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.
Legendary Resistance (3/Day): If the spider fails a saving throw, it can choose to succeed instead.
Reflective Carapace: Any time the ancient desert spider is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1, the ancient desert spider suffers effects as normal; on a 2 to 5, the ancient desert spider is unaffected. On a 6, the ancient desert spider is unaffected, and the effect is reflected back at the caster as though it originated from the ancient desert spider, turning the caster into the target.
Multiattack: The Ancient Desert Spider makes three attacks: one with its web and two bites.
Bite: Melee Weapon Attack: +15 to hit, reach 10 ft, one target. Hit: 26 (3d12 + 8) piercing damage and 10 (3d8) poison damage.
Web: Ranged Weapon Attack: Range: 120ft, Area: 60ft circle, Dexterity Saving Throw: DC 16. Webbing is shot at a creature that the spider can see within 120ft. The webbing explodes in a circle covering a 60 ft area. All creatures in this area must succeed a (DC 16) Dexterity saving throw or have the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
Poison Breath (Recharge 5–6): The Spider exhales poisonous gas in a 30-foot cone. Each creature in that area must make a (DC 22) Constitution saving throw, taking 48 (16d6) poison damage or half as much on a success.
Ethereal Jaunt: As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
The Ancient Desert Spider can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ancient desert spider regains spent legendary actions at the start of its turn.
Bite: Melee Weapon Attack: +15 to hit, reach 10 ft, one target. Hit: 26 (3d12 + 8) piercing damage and 10 (3d8) poison damage.
Web (Recharge 5–6): One creature the spider can see within 60 feet has webbing shot at them, they must succeed a (DC 13) Dexterity saving throw or get caught in the webbing. The target has the Restrained condition until the web is destroyed. (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
Poison Breath (Recharge 5–6): The Spider exhales poisonous gas in a 30-foot cone. Each creature in the area must make a (DC 22) Constitution saving throw, taking 48 (16d6) poison damage or half as much on a successful one.
Description
Ancient Desert Spiders are lethal predators that make their homes under dunes or deep in desert or mesa caves. These beasts are massive in size and require full squads of trained personnel to fight off. Rarely are these beasts slain; when on the losing end of a fight, they display excellent survival instincts and flee to return and fight another day. Over the centuries, these spiders have developed a nigh-invulnerable carapace that aids in their survivability as well as a breath attack to fend off large, dangerous packs. These beasts are fast, strong, and cunning, and have an obsession with arcane energies, making their number one food source wizards, sorcerers, druids, and green dragons.
When encountered in their lairs, they are twice as dangerous, as they appall having their nest invaded by intruders.
Lair and Lair Actions
Lair and Lair Actions
Ancient desert spiders' lairs are always in cold, dry places, typically nestled in or near canyon walls and underground caves. Their lairs are decorated with thick layers of webbing and web sacks of their prior victims. These caves are often sought out as treasure troves because of the ancient desert spiders' fondness for arcane energies, leaving magical items open to grab for those brave enough to venture into these deadly depths.
Difficult Terrain: The cave of an Ancient Desert Spider is filled with its webbing from floor to ceiling. Movement speed is halved for those traversing in its home. Players and creatures walking in this lair must succeed a DC 14 DEX saving throw or be entangled in webs for 1 turn.
Home Field: The Ancient Desert Spider has advantage on Initiative rolls.
Patch Work Webbing: After suffering a severe enough injury, the ancient desert spider can take an action to sporadically roll around in the webs around it to patch a wound. The Ancient Desert spider heals for 8d12+20. This can be done so long as there are webs in the lair.
Previous Versions
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4/24/2026 11:09:23 AM
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4/25/2026 12:52:05 PM
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4/25/2026 12:56:30 PM
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4/26/2026 11:14:41 AM
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