Uncanny Shift. As a bonus action, the spider can move up to half its movement speed without provoking an opportunity attack.
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.
Multiattack. The spider can make three attacks: one with its bite, 2 with its claws. A venom spray attack may be substituted for the bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 4) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 20 (5d8) 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.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 12 (2d8 + 4) slashing damage. The target must succeed on a DC 17 Dexterity saving throw or be grappled (escape DC 17). Only one creature at a time can be grappled by the spider.
Venom Spray. Ranged Weapon Attack: +9 to hit, range 30/60 ft., one creature Hit: 20 (5d8) poison damage, and the target must make a DC 17 Constitution save or be blinded until the end of their next turn.
Web (Recharge 4–6). Ranged Weapon Attack: +9 to hit, range 60/90 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 25; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Sting. A grappled or restrained creature can be stung. The spider can use its bonus action prior to the attack as part of the trigger. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 5) piercing damage. If stung, the target is poisoned for 1 hour and must make a DC 17 Constitution saving throw, taking 20 (5d8) poison damage on a failed save, or half as much damage on a successful one. For 1 minute, the creature must repeat the saving throw at the beginning of each of its turns while poisoned. On a successful save, the target takes no additional poison damage on that turn. On a failed save, the target takes 8 (2d8) poison damage and is paralyzed until the end of its next turn. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for an additional hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Previous Versions
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