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.
Camouflage. When the spider remains motionless, it is indistinguishable from a mound of soil covered in moss and flowers.
Sixteen Eyes. The spider has advantage on Wisdom (Perception) checks that rely on sight. Additionally, it has advantage on saving throws against being blinded.
Ambusher. The spider has advantage on initiative rolls and on attack rolls against creatures that have not taken a turn in combat yet.
Bite. reach The spider makes one attack with its enweb and one attack with it's arachnid maw.
Arachnid Maw. Melee Attack Roll: +5 , reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.
Enweb. Ranged Attack Roll: +3 , range 30 ft., one target. Hit: 2 (1d4). On a hit against a Medium or smaller creature, the target is restrained by thick webbing (escape DC 13). The condition can also be removed by destroying the webbing. It is an object with 10 AC, 10 hit points, and immunity to all damage except slashing and fire, to which it is vulnerable.
Poison Cloud. The spider exudes a cloud of noxious pollen from the dozens of blooms across its body. The area in a 15ft diameter sphere centred on the spider becomes heavily obscured, and creatures that start their turn within the area or move there for the first time on their turn must succeed on a DC 13 Constitution saving throw or be poisoned for one minute. A creature poisoned this way can repeat the saving throw at the end of its turns, ending the effect on itself on a success. The pollen cloud is dispelled by a strong wind.







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