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.
Tunnel Crawler. While still a large creature, the spider can maneuver itself through an opening the size of a medium creature
Evasion. When the spider is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (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.
Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 40/80 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 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
Master Weavers and traversers, the Zarathel Pit Spiders are a favorite of the breeders and builders within Zarathel. Known for their honed web spinning abilities, these weaker spiders make up for it through ingenuity and speed. Resembling a black widow, their long smooth legs are perfect for crawling through tight spaces in the webs and tunnels they typically call home. They are also among the most intelligent spiders of Zarathel, behind only the Royal breeds.
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