Medium Beast, Neutral Evil
Armor Class 16 Natural armour
Hit Points 81 (12d10 + 15)
Speed 30 ft., Swim 30 ft., Walk 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws STR +7
Damage Vulnerabilities Lightning, Thunder
Damage Resistances Bludgeoning, Fire
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 80ft, Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spider climb. The Sea Spider can climb difficult surfaces, including upside down on ceilings or masts, without having to make an ability check.

Breath of the Ocean. If a creature is within 10 ft of the Sea Spider, they become grappled and are held with two limbs, mouth held open with two more, and are drowned by the Sea Spider releasing water from its mouth. They must make a Con save DC of 15 for every round they are grappled or take 2d6+2 force damage. However, while this is happening, the Sea Spider becomes preoccupied, and any attacks made against it have advantage.

Actions

Wicked Web. The Sea Spider rears its abdomen below its body to face its foe and releases a wide netting of web. Opponent must make a dex save DC of 10 to evade. Upon failure, opponent is grappled and, if alone, must spend a turn cutting themselves out. If with a party, must wait to be freed.

Sea Legs. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 12 (2d8 + 4) slashing damage and 6 (1d6+3) poison damage.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

With deep blues and blacks making up its core colors, the Baby Sea Spider is barely seen from above the water, and even hard to spot in a dark environment. Standing between 1 ft to 6 ft tall, it easily stares down its pincers at most of its common land enemies, and is a thing to behold on the occasion it climbs onto a ship at sea to feast on an unsuspecting crew. With spiny hairs all over its legs and bodies, getting near one of these creature could surely mean life and death.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/3/2021 5:42:26 AM
4
1
--
Coming Soon

Habitat: ArcticCoastalSwampUnderwater

cheez_EM

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