Innate Spellcasting. The spider's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, no components required:
At will: crown of madness
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.
Multiattack. The spider makes two bite attacks and uses its web if able.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) fire damage. If the target is reduced to 0 hit points by this attack, it is stable but paralyzed for 1 hour and remains paralyzed even after regaining hit points.
Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target is restrained by webbing. As an action, the target can make a DC 15 Strength check, destroying the web on a success.
Enflaming Breath (Recharge 6). The spider exhales magical fire in a 30 ft. cone. Each creature in that cone must make a DC 15 Dexterity throw. On a failed saving throw, the creature takes 21 (6d6) fire damage and must attack one random creature within range other than the spider. On a success, the creature takes half damage.
Description
Large intricate webs don't last very long in the harsh desert of the Elemental Plane of Fire. The blood boiler spiders have adapted by instead developing innate magical powers to cause infighting within groups of creatures, making it easy for them to swarm and ambush them.
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