Spider Climb. The spider 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 spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Phase Sense. A blink spider is able to sense sources of teleportation magics within 1 mile radius and it is attracted towards them.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 12 Dexterity saving throw or get grappled by the spider. The spider can immediately use it's Teleport, even if it is not currently charged, as a free action if it succeeds on grappling a creature. If the spider chooses to Teleport, it must recharge it normally to use it again.
Teleport (Recharge 4–6). The spider magically teleports, along with a creature that the spider has grappled, up to 60 ft. to an unoccupied space it can see. Before or after teleporting, the spider can make one Bite attack.
Description
To hunt their prey, blink spiders use their high stealth skill to hide and swiftly teleport in and out with whatever they caught, usually putting their hunt on pre-prepared cocoons. Blink spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. Blink spiders are also drawn to powerful teleportation magic sources, such as portals to the Feywild or abandoned Teleportation Circles.
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