- Spider Climb. The Byder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Web Sense. While in contact with a web, the Byder knows the exact location of any other creature in contact with the same web.
- Web Walker. The Byder ignores movement restrictions caused by webbing.
- Keen Smell. The Byder has advantage on Wisdom (Perception) checks that rely on smell.
Spellcasting. The Byder can cast the 2nd level spell Web three times per short rest. pertinent DC's equal 15.
- Multiattack. The Byder makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +9 to hit, reach 5 ft, one creature. Hit: 14 (2d8 + 6) piercing damage plus 12 (3d8) poison damage. The target must make a DC 15 CON save. On a failed save the target takes full poison damage and is considered poisoned, or half as much damage on a successful one, as well as not being poisoned. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
- Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.
- Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, reach 30/60 ft, one creature. On a hit the target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Attack of Opportunity: The Byder makes one claw attack.
A Byder Queen has 3 legendary actions that refresh at the start of each of its turns.
Web (Costs 2 Actions). (Recharge 5-6). Ranged Weapon Attack: +8 to hit, reach 30/60 ft, one creature. The target is restrained by webbing As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Bite (Costs 2 Actions). The Byder Queen makes one attack with its Bite.
Move (Costs 1 Action). The Byder Queen can move its movement without provoking attacks of opportunity.
Claws (Costs 1 Action). The Byder Queen makes one attack with its Claws.
Description
The Byder is a monstrous Hybrid of a large bear, and a giant spider. The byder appears to have four legs, but in fact has eight, keeping these legs paired closely for camouflage and warmth. Largely appearing to have the body and limbs of a bear, and the head and eyes of a spider. Byders are native to the feywild, but have been known to stumble through portals to the material plane. Byders are born in eggs in massive sacks numbering 1d100+50 eggs. They usually travel in packs of about 5, though a lone byder is uncommon, it is plausible.
Lair and Lair Actions
Lair Actions
On initiative count 5 (losing initiative ties), the Byder Queen takes a lair action to cause one of the following effects; the Byder can’t use the same effect two rounds in a row:
- One Byder egg hatches nearby, birthing a Byderling. (See the Byder Stat block.)
- The webbing in the area instinctively tries to restrain a PC at random. The Lair makes one Web Attack against a random intruder.
Regional Effects
The region containing a legendary Byder’s lair is covered in thick webbing, which creates one or more of the following effects:
- The Region becomes Difficult Terrain.
If the Byder Queen dies, these effects fade over the course of 3d6 days.
Previous Versions
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Coming Soon
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