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 creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range 30/60 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; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Summon swarm(Recharge 5-6). Summons 1d4 spider swarms. The swarms come out of any nooks cranny's or shadowy areas nearby. If there are none this ability cannot be used. The swarms arrive on the Alpha spiders next turn. They have there own initiative and act independently of, but on the side of the Alpha Spider.
Call Swarm. When the Alpha Spider is about to take damage and there is a spider swarm within 5 ft of the Alpha spider, the alpha spider summons the swarm to surround it and take the damage instead.
Description
Alpha spiders can dominate the minds of most other non-sentient spiders. Often used by exterminators to round up spider problems, they are smart enough to be trained. In the wild they rely on swarms of smaller spiders to help them hunt and make complex webs in dark areas like caves and dense forests.
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