Arachnid legs. Can walk over medium, small or tiny creatures.
Implant legs. Can walk on walls and ceilings only if it got there by using charged jump
Charged jump. Gets X2 jump height for the turn.
Bite. Melee Weapon Attack:+2 to hit, reach 5 ft., 1 target. Hit: 5 1d10+3 Slashing damage.
Poison spit. RangedWeapon Attack:+2 to hit, range 25/50 ft.,1 target. Hit: 5 1d12 Poison damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
spider-like, with long legs that bend over its body, stone texture and glowing firey eyes.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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