False Appearance. If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the spider move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the spider is anything other than a part of its surrounding rocky terrain.
Legendary Resistance (3/Day). If the spider fails a saving throw, it can choose to succeed instead.
Unusual Nature. The spider doesn’t require air.
Multiattack. The spider makes two Web Strand attacks, uses Reel, and makes two Bite attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 10 (3d6) acid damage.
Poisonous: A Player Character must pass a DC 18 Constitution if it suffers a bite attack from the Corpse Weaver. On a failure, the P.C. takes 10d6 Poison damage and is poisoned until the end of its next round. If the poison damage drops the P.C. to zero hit points, they must then succeed on another Constitution check on the beginning of their next turn (D.C. 18) or rise as Corpse Weaver zombie.
Web Strand. Ranged Weapon Attack: +13 to hit, reach 120 ft., one creature. Hit: The target is grappled (escape DC 18). The web strand can be attacked and destroyed (AC 12; 20 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The spider can grapple up to six creatures at a time using its web strands.
Reel. The spider pulls each creature grappled by it up to 60 feet straight toward itself.
The Corpse Weaver Spider can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Web Strand. Ranged Weapon Attack: +13 to hit, reach 120 ft., one creature. Hit: The target is grappled (escape DC 18). The web strand can be attacked and destroyed (AC 12; 20 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The spider can grapple up to six creatures at a time using its web strands.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 10 (3d6) acid damage.
Summon Spiderlings (Costs 2 Actions). The Corpse Weaver Spider rears back and lets out a haunting call to summon its children. At the beginning of the next turn 3 Corpse Weaver Spiderlings join the battle.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Web Trap: Hunkering up for a moment, the spider emits a concentrated jet of silk over the web it has already spun. This silk is impossibly sticky and holds whoever steps upon it in there place as surely as if they had been turned to stone. The Corpseweaver can create the trap anywhere within 120 ft. of itself, as long as that area is already covered in webs. When a player character moves within 5 Ft. of this trap, they must succeed on a standard DC Dexterity saving throw (DC 18) or be held in place until they succeed on a standard DC Strength (Athletics) check, or until a player adjacent to them succeeds on the same.
- Egg Sac Burst: The Corpse Weaver's sides are lined with what appear to be vast pustules; to those that look closely enough (requiring a DC 17 Wisdom (Perception) or or Intelligence (Investigation) check), it is clear that something is moving within. The Corpse Weaver, as an action, can burst one of these egg sacs, unleashing a Corpse Weaver Spiderling Swarm. The GM should initially place the swarm next to the Corpse Weaver Spider, after which the swarm acts as its own entity.
- Exploding Corpse: The mummified bodies of putrid flesh, acidic bile, and corpse-gas kept by the Corpse Weaver for snacking are surprisingly combustible. The Corpse Weaver, as an action, can hurl a mummified corpse at a player character or a group of player characters. This counts as a ranged attack, effecting every creature within 15 ft. of the chosen target. All creatures within range must make a DC 18 Dexterity saving throw or take 8d8 fire damage as the pressure in the corpse becomes to much and the corpse explodes, coating the area in putrid ichor and rotten flesh. The player characters take half damage on a successful save.
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