| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | −2 | −2 |
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.
Crystal Camouflage
While motionless in a crystalline environment, the spider has advantage on Dexterity (Stealth) checks.
Splintering Carapace
When a creature hits the spider with a melee attack, that creature must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage from bursting crystal shards.
Spider Climb
The spider can climb difficult surfaces, including ceilings, without needing to make an ability check.
Bite. Melee Attack Roll: +5 , reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.
Shard Web (Recharge 5–6)
The spider fires razor-edged crystal webbing at a point within 30 ft.
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Creatures in a 10-ft radius must make a DC 14 Dexterity save
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Failure: 14 (4d6) slashing damage and restrained until end of their next turn
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Success: Half damage, not restrained
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