Spider Climb. The bloodspider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Eerie Glow. The bloodspider glows with a very dim and eerie blood red glow. It is not enough to provide illumination, but does confer disadvantage on stealth checks in darkness.
Bloodfueled. If the bloodspider deals damage to a living creature that has blood or other such vital fluids with its Bite attack, it gains a Blood counter which can be consumed to use certain actions. Constructs, undead, incorporeal creatures, and other similar creature which lack blood or vital fluids do not provide a Blood counter when damaged.
Semiliquid Anatomy. The bloodspider is formed of animated blood and vital fluids which makes it resistant to mundane physical destruction. If the bloodspider is reduced to 0 hit points as the result of physical damage, roll a d4. On a 2 or higher, the bloodspider reforms at the beginning of its next turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the bloodspider gains a Blood counter, if appropriate. This attack counts as magical.
Empowered Bite (1 Blood counter). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage and the target must make a DC 9 Constitution saving throw or become stunned until the end of their next turn. This attack counts as magical.
Split (2 Blood counters). The bloodspider produces a copy of itself in the nearest space.
Detonate (3 Blood counters). The bloodspider dies, exploding in a shower of burning, necrotic blood. All creatures within 5 ft of it must make a DC 12 Dexterity saving throw or suffer 17 (2d12 + 4) necrotic damage, taking half damage on a success. If a creature is currently sharing a space with the bloodspider, it makes this saving throw at disadvantage.
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