Latch On. If the spider attacks a creature, it can use a bonus action to attach itself to the creature. When the creature moves, the spider moves with it. A creature can use its action to remove the spider, making a DC 13 Wisdom (Medicine) check as it does so. On a failure, the creature the spider had attached to takes 5 piercing damage. The spider can also choose to unattach itself without an action.
Needle Fangs. When the spider attacks a creature while hidden, the target must succeed on a DC 15 Wisdom (Perception) check or fail to notice the attack.
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.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is also charmed by the spider.
Tangled Web. If the spider is attached to a creature charmed by it at the start of that creature's turn, the spider can use its reaction to force the creature to make a melee attack against a creature within range other than itself that the spider mentally chooses.
Description
The Crown-weaver Spider is by nature a master of manipulation and deception. They use their small size and nimbleness to sneak onto a larger foe, inject their venom and sew chaos.
Crown-weavers are a prized breed among Drow spider-keepers and trained Crown-weavers can be used in battle.
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