| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 19 | +4 | +4 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 16 | +3 | +3 |
| CHA | 12 | +1 | +1 |
Spider Climb. The Zytherid can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the Zytherid has Disadvantage on ability checks and attack rolls.
Web Walker. The Zytherid ignores movement restrictions caused by webs, and the Zytherid knows the location of any other creature in contact with the same web.
Acid Blood: When hit with a melee attack, attacker must make a DC 11 DEX save or take 1d6 acid damage.
Multiattack. The Zytherid makes three attacks, using Claw or Acid Burst in any combination Or one bite and Claw or Burst
Bite. Melee Attack Roll: +15, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage.
Tail Ranged Infection. Ranged Attack Roll: +7, range 120 ft. Hit: 13 (1d8 + 4) Piercing damage. Target must succeed on DC 13 CON save or become infected.
The New Breed magic (Recharge 5–6). The Zytherid casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).
Acid Blood: When hit with a melee attack, attacker must make a DC 11 DEX save or take 1d6 acid damage.
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