Giant Spider

Giant Spider

Large animal
Challenge

STR
2
DEX
3
CON
1
INT
−4
WIS
0
CHA
−3

26
4d10+4
16
Fort
+2
Ref
+3
Will
−2
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Stealth +4 (15)
Senses blindsight 2 m., darkvision 10 m.

Maneuvers. The giant spider uses maneuvers (maneuver save Difficulty 13). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, inject venom (Bite only), spring attack

Spider Climb. The giant spider can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Web Sense. While in contact with a web, the giant spider knows the exact location of any other creature in contact with the same web.

Web Walker. The giant spider ignores movement restrictions caused by webbing.

Actions (1)

Bite. Melee Weapon Attack: +4 to hit. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. If the poison damage reduces the target to 0 health, the target is stable but poisoned for 1 hour, even after regaining health, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). The giant spider shoots a web at a Large or smaller creature that it can see within 10 meters of it. The targeted creature must succeed on a Difficulty 13 Reflex saving throw or be restrained by the webbing. As an action, the restrained target can make a Difficulty 11 Brawn check, bursting the webbing on a success. The webbing can also be attacked and destroyed (10 Defense; 5 Health; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Desert, Forest, Swamp, Underdark, Urbansrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.