Kryx RPGThemes
Spider

Spider

Tiny animal
Challenge
0

STR
−4
DEX
2
CON
−1
INT
−5
WIS
0
CHA
−4

1
1d4−1
14
Fort
−1
Ref
+0
Will
−1

Speed 4 m., climb 4 m.
Skills Insight +0 (11), Perception +0 (11), Stealth +2 (13)
Senses darkvision 5 m.

Maneuvers. The spider uses maneuvers (maneuver save Difficulty 11). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

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

Actions (1)

Bite. Melee Weapon Attack: +2 to hit. Hit: 1 piercing damage plus 2 (1d4) 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.

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 roll, 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 roll.

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.