Latch On. If the spider attacks a creature, it can use
a bonus action to attach itself to the creature.
When the creature moves, the spider moves with it.
A creature can use its action to remove the spider,
making a DC 13 Wisdom (Medicine) check as it
does so. On a failure, the creature the spider had
attached to takes 5 piercing damage. The spider
can also choose to unattach itself without an
action.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage, and
the target must succeed on a DC 13 Constitution
saving throw or be poisoned for 1 hour. While
poisoned in this way, the target is also charmed by
the spider.
Tangled Web. If the spider is attached to a creature
charmed by it at the start of that creature's turn, the
spider can use its reaction to force the creature to
make a melee attack against a creature within range
other than itself that the spider mentally chooses.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
"The Argiope Coronam, more commonly known as the
Crown-weaver. This tiny arachnid can inject a venom that
allows manipulation of the victim. Parasitic by nature they
cling to large animals, increase aggression, create conflict;
then use the corpse of the losing party to feed and lay eggs.
Wondrously efficient, hand me that tong, I'll express the
sacs."
- Garridan Crowley, Alchemist.
The Crown-weaver Spider is by nature a master of
manipulation and deception. They use their small size and
nimbleness to sneak onto a larger foe, inject their venom and
sew chaos.
Crown-weavers are a prized breed among Drow spider-
keepers and trained Crown-weavers can be used in battle.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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