Tiny Beast, Unaligned
Armor Class 12
Hit Points 10 (4d4)
Speed 20 ft., Climb 20 ft.
STR
4 (-3)
DEX
14 (+2)
CON
10 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
4 (-3)
Senses Darkvision 30 ft, Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Spider Climb. The astral spinner 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 astral spinner knows the exact location of any other creature in contact with the same web.

Web Walker. The astral spinner ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must make a DC 10 Constitution save, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

Web (Recharge 3-4). Ranged Weapon Attack: +4 to hit, range 10/30 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP: 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage).

Encase. The astral spinner further wraps a target in their webbing. One target that is restrained by astral spinner webbing within 5 ft. is fully wrapped if they fail a DC 12 Strength saving throw. On a success, the webbing bursts.

Astral Shift. The astral spinner can choose a target that is fully wrapped by astral spinner webbing within 5 ft. The target must succeed on a DC 10 Constitution save or be transported with the astral spinner to the astral plane and further encased in webbing. At the beginning of their turn, they take 6 (2d6) poison damage and can make a DC 12 Strength check to escape the webbing. If the target escapes the webbing, they return to the material plane.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JonathanGilman

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