Hold Breath: Arachnia can hold her breath for 30 minutes using an air bubble affixed to the underside of her abdomen.
Spider Climb: Aracbnia can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Water Sense: While in contact with water, Arachnia knows the exact location of any other creature in contact with the water within I 00 feet.
Web Walker: Arachnia ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage and becoming poisoned for I hour on a failed save. The target is paralyzed while poisoned in this way. Every I 0 minutes, the target can attempt another saving throw to remove the poisoned condition.
Description
Arachnia, a giant water spider with a voracious appetite and a glimmer of intelligence. Always on the hunt, she likely detects the characters entering the water due to her Water Sense trait. he attacks from the rear of the party, preferring to pick off a straggler to envenom and take back to her lair for casual consumption, just to the west where the water deepens to nearly 20 feet, and located on the bottom amid a dense stand of aquatic plants is Arachnia's underwater lair.
Lair and Lair Actions
The 20-foor-diameter structure is constructed out of reed and cattail stems woven together like a web. The dome-like chamber is air-filled, with enough oxygen to sustain a Large-sized creature for 4 hours and a Medium-sized creature for 12 hours. Unless a character observes Arachinia returning to her lair, it is difficult to locate, requiring a successful DC 18 Wisdom (Perception) check. Strewn outside the lair are the bones of previous victims, picked clean by fish.
Poorly hidden under a rotting pile of aquatic plants are the following shiny objects collected by Arachnia over the years: a random assortment of coins (17 cp, 11 sp, 3 ep, and 7 gp), a single gold earring (worth 50 gp), and a silver ring set with three tiny emeralds (worth 225 gp). There is also a large hourglass with an electrum base, holding powdered ruby instead of sand. The hourglass is worth 775 gp, but the glass is fragile. If the glass is broken, the ruby powder alone is worth 275 gp. The final item is a + 1 dagger, although it doesn't glow. A successful DC 20 Wisdom (Perception) check reveals a tiny sigil etched into the base of the blade. The sigil is a stylized "N" with three curved hash marks above, and two circles below. A successful DC 25 Intelligence (History) check (or examination by a sage) reveals the blade belonged to a halfing bard named Nimboltin. Further research by a sage (costing no less than 50 gp) reveals a command word for the blade, "pirssaepad." While holding the blade and uttering the command word, the dagger turns invisible for 1 hour. This ability can be used once per day.
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