Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
Summon Spiders (1/Day). The spider can summon one of the following: 1d8 spider, 1d6 giant wolf spider, 1d3 giant spider, or 1 phase spider.
Magic Resistance. The spider has advantage on saving throws against spells and other magical effects.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 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).
Speak. The spider can cast the spell speak with animals on a humanoid within 20 ft. of itself at will.
Description
Pale moonlight emanates from the form of a large spider. Potent at controlling the flow of the battle, this creature prefers to let its spiderlings deal most of the damage while it stays back and aids them. Especially cunning, this Prime tends to take a commanding position even among the other, more stubborn Primes.
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