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.
Field of Silence. The spider radiates a magical field that neutralizes all sound within 100 ft. of the spider. Any creature that relies upon sound for awareness is considered blind while inside the field, and automatically fails all perception checks.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 35 (6d10 + 1) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 40 (8d8 + 4) 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 24 hours, even after regaining hit points, and is paralyzed while poisoned in this way.
Acidic Threads. Ranged Weapon Attack: +5 to hit, reach 30 ft., one creature. Hit: 30 (5d10 + 2) Acid Damage, the ground in a 10 ft. radius of the target becomes webbing, and the target must make a DC 15 Dexterity saving throw or be tangled in the threads, losing the ability to move or perform any action. Each turn the target may attempt to make a DC 15 Dexterity saving throw to escape the threads, taking 19 (3d10 + 2) acid damage on a failed throw.
Stabbing Leg Thrust. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 55 (9d10 + 2) Piercing Damage. The spider cannot move or use its reaction the round it uses this attack.
Stalking Leap. When a creature moves within 60 ft. of the spider and touches webbing during or after the move, the spider can use its reaction to leap at the creature and make a Bite attack, and knocking the target prone on a successful hit. This reaction can be used before combat if the spider succeeds a Stealth check against the target, after which combat begins normally.
Description
A horrific spider of massive proportions, little is known of these spiders as few can stand against these apex predators. What has been noted is a propensity for darker areas, away from civilization, and with bountiful large prey (typically moose, elk, bears, or the unprepared adventurer). They also seem to possess a small amount of innate magic which creates a field of silence, making any sound produced by the spider or its prey completely undetectable, as well as disorienting them due to losing a vital sense.
They are also know to possess some level of malign intelligence, and seem to enjoy watching the fear of its prey before consuming it. After observing a man protecting his loved ones, one of these terrors paralyzed him and turned him towards his family, before ending them violently. It is unknown where this dark inclination came from, or how it became so thoroughly rooted into these spiders, but they are to be considered as evil and vile as any villainous man.
So far, they have been sighted within deep forests, un-mapped portions of swamps, upper areas of the underdark, and their seeming origin point, underpasses and caves on mountains occupied by giants. Scholars have found tales of these spiders, and creatures matching their description in giant folklore, typically involving crying children being silenced and dragged away by eight-legged monsters to be devoured.
While typically they do not hunt with others of their kind, in areas with prey of excessive size, it has been seen that a number of Thread Spiders will work in unison. In most instances though, they will simply hunt by themeselves, or with an entourage of lesser arachnids, which are seemingly drawn to the Thread Spider. Whether this is because of the abundance of food or inherent protection of the larger hunter is unknown, however, Thread Spiders do not seem to mind, and will even call out a number of these followers to help deal with prey even it is struggling with.
Lair and Lair Actions
The monster's lair is covered in large amounts of webbing on all surfaces (i.e. floors, trees, ceilings, walls). There are large numbers of crevices containing lesser spiders. There is generally little to no natural light.
Webbing Call. The spider can tap the webbing of its lair to call 3 (1d6) Large Wolf Spiders and 3 (1d6) Large Spiders. These spiders will actively attempt to stay between any foe and the Abhorrent Thread Spider that called them. (Can only be used at half health or below) Uses an action.
Previous Versions
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1/28/2022 5:22:39 PM
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0.2
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Coming Soon
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