Berserk. Whenever the spider starts its turn with 40 hit points or fewer, roll a d6. On a 6, the spider goes berserk. On each of its turns while berserk, the spider attacks the nearest creature it can see. If no creature is near enough to move to and attack, the spider attacks an object, with preference for an object smaller than itself. Once the spider goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Aversion of Fire. If the spider takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The spider is immune to any spell or effect that would alter its form.
Magic Resistance. The spider has advantage on saving throws against spells and other magical effects.
Magic Weapons. The spider's weapon attacks are magical.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The spider makes two stab attacks and one slam attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 6) bludgeoning damage.
Stab. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 6) piercing damage.
Description
A corpse spider is a grisly mess of body parts melded and grafted together by way of necromancy to look vaguely like an enormous spider with a human torso with two arms at the center. The spider-like limbs are worn down to sharpened bone, with anywhere between 6 and 8 limbs made of assorted legs and arms. Without the ability to feel pain, it uses strength with no inhibition or sense of self preservation and will attack whatever it comes across.
Previous Versions
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