Bonding. The spider can magically bond with one Drow infant it can see, immediately after spending at least 5 hours observing that creature while within 30 feet of it. The bond lasts forever, into death and beyond. While bonded, the spider and Drow can communicate telepathically with each other at a distance up to 100 feet. If a Valenar Phase Spider bonds in this way (with a Drow infant), the Drow gains the following traits (all of these traits must be added as “Custom Actions”)
Spiderborn Feature: Entangling Webs.
Action Type: 1 Action
You call upon the webs inside of you and fire a mass of poisonous webs at a creature you can see within range. The target must succeed a DC 16 DEX saving throw or take 1d6 poison damage and be restrained and poisoned as long as they are in the web mass. They can end this effect by succeeding a DC 15 strength saving throw (which they make on each of their turns) or by having someone cut them free.
Spiderborn feature: Blood of Silk.
Action Type:
1 Bonus Action
As a Bonus Action you can pull the spider silk making up your blood and marrow out of your pores and form it to suit your needs. Whenever you drop to 0 hp, the webs form a protective cocoon around your body. Your AC becomes 24, all attacks targeting you have disadvantage, and you are restrained. If you remain in the cocoon for ten rounds (one minute) your regain 1d4 plus three hp. After you form the cocoon you cannot do so again for twenty-four hours.
Spiderborn feature: Phase
Action Type: 1 Bonus Action
As a bonus action, you can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spiderborn feature: Born of The Web (No Action) You ignore movement restrictions caused by webbing.
Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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.
Description
A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.
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