Phase Spider

Phase Spider

Large beast
Challenge

STR
2
DEX
3
CON
1
INT
−2
WIS
0
CHA
−2

39
6d10+6
16
Fort
+2
Ref
+3
Will
−1
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Arcana (wis) +1 (12), Stealth +4 (15)
Senses darkvision 10 m.

Spellcasting. The phase spider uses Arcana (wis) to cast spells (spell save Difficulty 10, +1 to hit with spell attacks). It has 3 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: abscond, astral avoidance, blink, bound proximity, dimensional strike, relocate, shielding aurora, transposition

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

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

Actions (1)

Bite. Melee Weapon Attack: +4 to hit. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) 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.

Ethereal Jaunt. The phase spider can shift from the Material Plane to the Ethereal Plane, or vice versa.

Desert, Forest, Grassland, Hill, Underdark, Urbansrd

Spells

As a reaction, which you use when you fall or when you are pushed, pulled, knocked prone, or hit by an attack or missed by 4 or less that you can see, you teleport up to 5 meters to an unoccupied space you can see.

If you were hit by an attack, the triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.

If the roll already has disadvantage, you cannot apply another instance of disadvantage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport up to an additional 5 meters for each additional mana expended.

  • You can expend 1 additional mana to trigger this spell when a creature moves within 1 meter of you or when you take damage. If you take damage, you halve the damage against you.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or take damage, you disappear from the world for a brief moment, entering the Astral Plane. The attack’s damage or the damage against you is halved and then you reappear at the space you occupied.

Augment

Astral Refuge. You can expend 1 additional mana to stay in the Astral Plane, returning to the space you occupied at the start of your next turn. You take advantage of the timeless nature of the Astral Plane, allowing you to use an action that only affects you.

concentration, 1 minute/mana

As an action, you bind a creature that you can touch or see within 10 meters, preventing it from leaving your side. At the start of each of your turns for the duration, if the creature is more than 1 meter away from you, the creature must make a Will saving throw.

On a failure, the creature is teleported to a space within 1 meter of you.

On a success, the spell ends.

As an action, you shift between two worlds as you make a weapon attack with advantage.

On a hit, add 1d10 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

Augment

You can increase the damage by 2d10 for each additional mana expended.

As an action, a Medium or smaller creature, or object weighing 50 kilos or less that isn’t being worn or carried, that you can touch or see within 10 meters is relocated. An unwilling creature must succeed on a Will saving throw to avoid the effect. The target is teleported to an unoccupied space that you can see within 5 meters of it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can affect a creature of a larger size, increase the weight of an object that this spell can target by 100 kilos, and increase the teleport distance by 7 meters for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, you create a whirling aurora of brilliant energy that swirls around you, protecting you from harm. Until the start of your next turn, you gain resistance to all damage, and if a hostile creature moves within 2 meters of you, it takes 1d10 damage. Choose a damage type: acid, cold, fire, or lightning.

Augment

You can increase the damage by 2d10 for each additional mana expended.

As an action, you can choose any two creatures that you can touch or see within 20 meters. The creatures must be within 5 meters of each other when you target them. The two creatures teleport, swapping places. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell and the creatures do not teleport. This ability fails if either creature can’t fit in the destination space.

Augment

The creatures can be an additional 10 meters apart for each additional mana expended.