Web Walker. The spider-dragon can move across and climb any webbing as if it were normal terrain. Additionally, it ignores movement restrictions caused by webbing.
Spider Climb. The spider-dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Keen Senses. The spider-dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Web Sense. While in contact with a web, the spider-dragon knows the exact location of any other creature in contact with the same web.
Multiattack. The spider-dragon makes two attacks: one with its bite and one with its web.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 5) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage.
Web. Ranged Weapon Attack: +10 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 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Web Shot (Recharge 5-6). The spider-dragon exhales a web in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8) bludgeoning damage and being restrained by webbing on a failed save, or half as much damage and not restrained on a successful one. A creature restrained by the webbing can use its action to make a DC 17 Strength check, bursting the webbing on a success.
The spider-dragon 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 spider-dragon regains spent legendary actions at the start of its turn.
Attack. The spider-dragon makes one claw attack or uses its web.
Web Shift (Costs 2 Actions). The spider-dragon moves up to its speed without provoking opportunity attacks and can move through other creatures' spaces as if they were difficult terrain. If it moves through a space occupied by another creature, that creature must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone.
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