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.
Armored. The hard bone-like exoskeleton of this spider acts like a natural shield. Adds CON mod to AC.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking (2d8) 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.
Defensive pose. Using the large hard skull that makes up it's carapace and legs that are covered by a hard bone like material it takes a defensive stance that reduces any melee attack damage by half. Can also be used as a reaction.
Pedipalp strike. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. (1d8 + 3) bludgeoning damage.
Description
A family of spiders that can grow to extraordinary sizes due to their unique survival strategies compared to other spider species. These Skullback Spiders have adapted a life style similar to hermit crabs. They nestle themselves inside the skulls of any recently deceased creature. The skull fuses with their exoskeleton and is shed when the spider outgrows it and finds a better suited skull for it's size. Being near uncrushable unlike other spiders, and typically being found among the dead of any and all creatures, they can grow to formidable size and strength. Rumors spread of some growing large enough to wear even the skulls of dragons on their backs.
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