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The Spider




One half of the Spider and the Web, this risen drow was an assassin sent to deal with a pesky human when Death swept the Kingdom. It and its sibling were merely in the wrong place at the wrong time. Now it is an ashen husk of a creature missing the middle of its jaw, broken bones slick with gangrene jut from its arms. The Spider crawls up on its victims and assails them with rot-poisoned attacks. Oftentimes, the prey is already affected by the Web's aura and cannot get away. Worse yet, the drow twins still carry a mystical connection. One will not lay at rest while the other still plagues the living.


-Records of the Charnel House

The Spider

Medium undead (zombie), neutral evil

Armor Class 8

Hit Points 90 (12d8 + 36)

Speed 20ft

Climb 20ft

Str 17 Dex 8 Con 16 Int 12 Wis 12 Cha 12

Condition Immunities blinded, exhaustion, poisoned

Damage Immunities poison

Senses darkvision 120 ft., passive Perception 11

understands Common, Elvish, and Undercommon but can't speak Languages understands Common, Dwarven but can't speak

Challenge 4 (1,100 XP)

Innate Spellcasting.

The zombies’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:


At will: dancing lights


1/day each: darkness, faerie fire

Limited Telepathy.

The Spider can magically communicate simple ideas, emotions, and images telepathically with the Web if it is within 1 mile of it.

Parlor Tricks.

As long as the Spider and the Web are within 1-mile of one another they gain +4 to Intelligence, Wisdom, and Charisma as noted above. If the Web is killed within 90ft of the Spider, the Spider flies into a rage for the next minute. During this time it will attack the nearest creature, friend or foe, and gains advantage on those attacks.


At the next sunset if the Web is dead but the Spider is still alive, the Web returns to unlife at the Spider's location with full hit points.

Spider Climb.

The zombie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Undead Fortitude.

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack.

The zombie makes two slam and one bite attacks

Slam.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage.

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage.

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