AC
16
Natural armor
Initiative
+5 (15)
HP
102
(12d10 + 36)
Speed
35 ft., Climb 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 20 | +5 | +12 |
| CON | 16 | +3 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | +4 |
| WIS | 14 | +2 | +6 |
| CHA | 10 | +0 | +5 |
Skills
Deception +8, Perception +5, Stealth +6
Resistances
Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Senses
Blindsight 30ft, Darkvision 60ft; Passive Perception 15
Languages
Common Understands Common but can't speak, Telepathy 30 ft., Sylvan
CR
8 (XP 3,900, or 10,000 in lair; PB +3)
Traits
- Sharp Silk Production: The Bladeweave Spider can produce silk that is sharp enough to cause 1d4 slashing damage to any creature that comes into contact with it. It can use an action to create a web trap in a 10-foot cube area, which remains for 1 hour or until destroyed.
- Telepathic Communication: The spider can communicate telepathically with any creature within 30 feet that knows at least one language.
Actions
- Multiattack: The spider makes two attacks with its bladed legs and one with its mandibles.
- Bladed Legs: Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Mandibles: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned target is paralyzed.
Bonus Actions
- Vile Whisper: The spider attempts to telepathically transmit unsettling whispers to up to six creatures it can see within range. Each must succeed on a DC 14 Wisdom saving throw, becoming frightened on a failure. Additionally, the creature with the lowest intelligence among those who failed becomes panicked, and must use its movement on each of its turns to run from the spider as long as that creature can see the spider. All creatures who fail can reroll this save at the end of each of their turns.
Description
The Bladeweave Spider is a formidable predator, feared for its deadly silk and terrifying bladed legs. These spiders are known to inhabit mountainous regions, spinning webs of razor-sharp silk that can easily cut through flesh and armor. Their intelligence, marked by the ability to communicate telepathically, makes them especially dangerous as they can strategize and even lay traps for the unwary.
Lair and Lair Actions
When fighting inside its lair, the Bladeweave Spider can invoke the dangerous terrain and its mastery of web-spinning to its advantage. On initiative count 20 (losing initiative ties), the Bladeweave Spider can take a lair action to cause one of the following effects:
- Razor Web Trap: The spider spins a web that stretches across the lair. The web is nearly invisible and spans up to a 20-foot square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or take 2d6 slashing damage and be restrained by the web. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success.
- Telepathic Assault: The spider bombards the minds of its enemies with disturbing telepathic messages. Each creature of the spider's choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
- Silk Strands: The spider reinforces its lair with thick, sharp strands of silk. The area within 30 feet of the spider becomes difficult terrain for the enemy creatures. Additionally, the first time on each turn a creature moves into or within the area, it must succeed on a DC 15 Dexterity saving throw or take 2d4 slashing damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/1/2025 11:45:32 AM
|
34
|
10
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Coming Soon
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