Medium Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 20 (3d10 + 3)
Speed 25 ft., Climb 25 ft.
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
Skills Stealth +5
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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.

Painfully Saddled. The spider is encumbered by an elaborate saddling system which allows a trained rider to force the spider to act as a controlled mount, including directing it to move, attack, and fire webs. 

Actions

Bite 'Em!. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) piercing damage, and the target must make a DC 13 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.

Stick 'Em! (Web) (Recharge 5–6). Ranged Weapon Attack: +3 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 13 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).
Miss: Roll a d8 to determine a random adjacent square to be webbed instead. Any creatures in the square (including allies of the spider) are treated as though hit by the attack, and can attempt the same saving throw.

Description

In the wild, giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. 

However, the Vale Goblins have "domesticated" giant spiders for their own uses. These spiders are smaller than their wild cousins, but their ability to incapacitate creatures through both webbing and venom has been increased through selective breeding, allowing the Vale Goblins to more easily take captives. No amount of selective breeding, however, can make giant spiders more intelligent or amiable to being ridden. Instead, the Vale Goblins have cobbled together a rather elaborate and painful arrangement of riding gear that allows them to force the spiders to move, attack, and even to aim and shoot their webbing, albeit without the accuracy the spider would have on its own. Indeed, the riding gear actually hinders the giant spider's mobility, making it less nimble than it would otherwise be, and the webs have been known to ensnare unintended targets, including allies.

Should a giant spider suddenly find itself free of a rider's forcible direction, it will generally seek to retreat to a place of safety to begin a new life in the wild, saddle and all.

Monster Tags: Misc Creature

Habitat: ForestHillMountainSwampUnderdark

ElDigoblo

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