Spider Climb. The spider can climb difficult surfaces (up to vertical) without needing to make an ability check. its sheer size and weight mean that it can't navigate ceilings like its smaller kin.
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.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (1d12 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (2d12) poison damage on a failed save, or half as much damage on a successful one. 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.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Description
In remote dismal corners of the land dwell spiders that are larger and more dangerous than the usual giant spiders. These titanic spiders are similar to their smaller cousins, though their sheer size gives them a tougher hide and their poison is more dangerous due to the sheer volume pumped into victims with each bite. They spin elaborate webs or shoot sticky strands of webbing from their abdomen, like their smaller cousins.
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