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.
Legendary Resistance (3/Day). If the spider-dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The spider-dragon makes two attacks: one with its bite and one with its web.
Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 67 (8d10 + 9) piercing damage plus 14 (4d6) poison damage. The target also becomes grappled if the attack hits. It can escape the grapple by making contesting Athletics checks, against the Spider-Dragon
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 34 (6d6 + 9) slashing damage.
Web. Ranged Weapon Attack: +16 to hit, range 50/100 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 23 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 20; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Web Shot (Recharge 5-6). The spider-dragon exhales a web in a 120-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 45 (10d8) 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 23 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 23 Dexterity saving throw or take 18 (5d6) bludgeoning damage and be knocked prone.
Lair and Lair Actions
The Spider-Dragon's lair creates the following effects:
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Web Cocoon: Thick strands of webbing shoot out from the walls, floor, or ceiling, attempting to ensnare creatures in the area. Each creature within 60 feet of the spider-dragon must succeed on a DC 20 Dexterity saving throw or become restrained by webbing. A restrained creature can use its action to make a DC 20 Strength check, bursting the webbing on a success. The webbing lasts until initiative count 20 on the next round or until destroyed.
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Poisonous Gas Cloud: The spider-dragon releases a cloud of poisonous gas that fills a 30-foot radius centered on a point within 120 feet of it. Creatures within the cloud must make a DC 20 Constitution saving throw, taking 5d10 poison damage on a failed save, or half as much damage on a successful one. The cloud persists for 1 minute or until a strong wind disperses it.
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Web Teleportation: The spider-dragon teleports to an unoccupied space it can see within its lair, leaving behind an illusory image of itself at its previous location. The illusory image remains until the spider-dragon uses this lair action again or until it takes damage. Creatures that interact with the illusory image realize it is an illusion with a successful DC 18 Intelligence (Investigation) check.
Regional Effects:
These regional effects can emanate from the spider-dragon's lair, creating magical phenomena that reflect its twisted nature:
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Webbed Terrain: Spider webs cover the area within 1 mile of the lair, creating difficult terrain. Additionally, any creature hostile to the spider-dragon that enters the area must make a DC 15 Dexterity saving throw or become restrained by webbing until it succeeds on a DC 15 Strength check to break free.
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Spider Infestation: Spider swarms appear within 1 mile of the lair, acting as scouts and informants for the spider-dragon. The swarms don't attack unless provoked but alert the spider-dragon to the presence of intruders.
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Poisonous Aura: The air within 1 mile of the lair is tainted with poison. Creatures other than the spider-dragon have disadvantage on saving throws against poison while within this area. Additionally, any food or water within the area becomes tainted, requiring a successful DC 15 Constitution saving throw to avoid becoming poisoned for 24 hours.
These lair actions and regional effects make the environment surrounding the spider-dragon's lair dangerous and unsettling, reinforcing its dominion over the area and providing additional challenges for would-be adventurers.
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