Large Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 44 (4d10 + 7)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
4 (-3)
Saving Throws CON +3, WIS +2
Skills Arcana +4, Perception +4, Stealth +5
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Undercommon --
Challenge 3 (700 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.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 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.

Web (Recharge 5–6). Ranged Weapon Attack: +5 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 12 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).

Description

Arachgineer spiders were created to help recycle scrap of all sorts into useful items and infrastructure. When specimens escape the magical manufactories in which they labour, they seek out a place to hide underground and spawn a brood. The young will then roam far and wide in search of junk to bring back to their nest, which their matriarch will fashion into traps for protection, as well as cunning or sometimes bizarre inventions for her own amusement.

Lair and Lair Actions

When fighting inside her lair, the Arachgineer spider can make use of the piles of magical and mundane scrap to take lair actions. On initiative count 20 (losing initiative ties), the Arachgineer spider can take one lair action to cause one of the following effects:

Ablative plating:  The Arachgineer covers her carapace in hastily webbed together armour plates, giving +2 AC and resistance to slashing and piercing damage until the end of the round.

Scrap bomb: The Arachgineer plucks at certain strands of her web, and cocooned bundles of scrap plummet from where they were suspended from the ceiling. The Arachgineer makes a ranged attack roll (+7) against up to three targets, doing 6 (2d6) bludgeoning damage on a hit, and knocking the target prone unnless they pass a Dexterity save (DC 12).

Shudder-jump: With a sudden spasm of her augmented limbs, the Arachgineer sends a tremor through her web, and launches herself into a might leap. She disengages, and may immediately move up to 30 feet horizontally or vertically. A horizontal jump ignores any medium or smaller intervening obstacles.

Monster Tags: Misc Creature

Habitat: UnderdarkUrban

Wuluag

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