Phase Spider
A phase spider possesses the magical ability to phase in and out of the Ethereal Realm. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Realm before coming back to the Material Realm makes it seem like it can teleport.
Phase Spider
A phase spider possesses the magical ability to phase in and out of the Ethereal Realm. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Realm before coming back to the Material Realm makes it seem like it can teleport.
Armor Class | 13 (natural armor) | ||
---|---|---|---|
Hit Points | 5d10+5 | ||
Speed | 30ft. | Climb 30 ft. | |
Strength | 15 (+2) | ||
Dexterity | 15 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 6 (-2) | ||
Skills | Stealth d20+6 | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | --- | ||
Challenge | 3 (700 XP) | ||
Special 1 | Ethereal jaunt | As a bonus action, the spider can magically | shift from the Material Realm to the Ethereal Realm or vice versa |
Special 2 | Spider Climb | The spider can climb difficult surfaces, | including upside down on ceilings, |
without needing to make an ability check | |||
Special 3 | Web Walker | The spider ignores movement | restrictions caused by webbing |
Action | Bite | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one creature | Hit 1d10+2 piercing damage, | and the target must make | a DC 11 Constitution saving throw, |
taking 4d8 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 |
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