Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
Fang change. can change what type of damage their fangs can do.
Hoard. If multiple nearby will either attack the same target or each will attack different ones.
Blood sense. Can tell if a creature is close to death or bleeding out, and will attack them.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4)poison damage.
Slash. Melee weapon attack: +2 to hit, reach 5ft,\., one creature. (And another within five feet of the target) Hit: 2 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2 (1d4)bleeding damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4)poison damage.
Slash. Melee weapon attack: +2 to hit, reach 5ft,\., one creature. (And another within five feet of the target) Hit: 2 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2 (1d4)bleeding damage.
Slash. Melee weapon attack: +2 to hit, reach 5ft,\., one creature. (And another within five feet of the target) Hit: 2 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2 (1d4)bleeding damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Spiderlings are commonly found traveling in herds, or traveling with a Broodmother. Not advised to attack unless can heal multiple different attacks. (Poison, Acid, Fire, etc) Has a resistance to whatever fangs are. Found anywhere, but most common in the desert.
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.
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