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.
Shatter. When the spider drops to 0 hit points it shatters explosively in a 5 foot radius. Dealing 1d6 percing damage to a creature that failes a DC 11 Dexterity saving throw.
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 11 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: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. While restrained in an crystal spider’s web, a creature takes 1 piercing damage at the start of each of its turns. 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 poison, and psychic damage).
Description
Crystal spiders live in dark caves and quickly spread through any environment they find that is dark enough. They emit a low glow for 5 feet around them. Their build makes them resistant to slashing and piercing damage but vulnerable to bludgeoning damage.
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