Regeneration. The spider regains 10 hit points at the start of its turn. If the spider takes cold or fire damage, this trait doesn't function at the start of the spider's next turn. The spider dies only if it starts its turn with 0 hit points and doesn't regenerate. Slow. The spider has disadvantage on initiative rolls. Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. Ignores movement restriction caused by web.
Bite. Melee: +5 to hit 1d20+5 , reach 15 Ft. one creature. Hit: 7 (2d8 +3) 2d8+3 piercing damage, target makes DC 19 CON saving throw or take 9 (2d8) 2d8 radiation damage, half on success. If radiation damage drops target to 0 hp, target must roll their radiation die. If they mutate they become mindless red mold puppets turning on their former comrades. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit 1d20+5 , range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 19 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 bludgeoning, poison, and psychic damage).
Cobwebs will burn if fire touches them.
Cobwebs are on the walls and in corners of the building. Its rather dark, only small slivers of light shine in through cracks in the walls and celling. Corpses fill corners of the building, not encased by cocoons of webbing. Several extinguished torches/lamps can be found around the building.
Dark area, minimal lighting if any.