Medium Beast, Any Non-Good Alignment
Armor Class 16 Natural Armor
Hit Points 90 (10d10 + 10)
Speed
STR
17 (+3)
DEX
21 (+5)
CON
14 (+2)
INT
8 (-1)
WIS
13 (+1)
CHA
4 (-3)
Saving Throws INT +2, WIS +4
Damage Vulnerabilities Fire
Damage Resistances Poison
Condition Immunities Poisoned
Senses Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Magical Resistance: Has advantage on saving throws against spells or other magical effects.

Spider Climb: Can climb difficult surfaces including upside down and ceilings without needing to make an ability check

Web Sense: While in contact with a web, the spider knows the exact location of any creature. 

Web Walker: Ignores movement restrictions caused by webbing.

 

Actions

Multiattack: Axl makes one attack with its pedipalps and one bite attack.

Pedipalps: Melee Weapon Attack: +8 to hit, reach 5ft, one creature. 1d6 piercing damage and 5d8 poison damage. The target must make a DC 14 Constitution Saving throw taking the full poison damage on a failed save or half as much on a successful one. If the poison reduces a target to zero hit points, they are stable but paralyzed until healed.

Web (recharge 5-6) Ranged Weapon Attack: +8 to hit reach 60-90 ft, one creature. The target is restrained by webbing. As a full action, the restrained target can make a DC 16 Strength check, bursting the webbing on a success. The webbing can also be attacked (AC 13; hp 15, vulnerability to fire damage; immunity to bludgeoning, poison and psychic damage.)

Reactions

Opportunity Attack: Can make an attack if an opponent moves out of mele range

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Miaroseportss

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