Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.
Electrical Discharge: When reduced to 0 HP, the clockwork creature issues a static discharge, causing all creatures within a ten-foot radius to make a DC 15 Constitution saving throw, taking 7 (2d6) lightning damage, or half on a successful save.
Bite. Melee Attack Roll: +5 , reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.
Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
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