Spider Mecha
North
(1,100 XP)
Robinloft Estimated
CR
4
Armor Class
15 (natural armor)
Hit Points
52 (5d20)
Speed
40 ft., climb 40 ft.
STR
18
(+4)
DEX
18
(+4)
CON
10
(+0)
INT
0
(-5)
WIS
0
(-5)
CHA
0
(-5)
Saving Throws
—
Skills
Stealth +8
Senses
darkvision 60 ft., passive Perception 5
Languages
—
Environments
Ethereal Jaunt.
As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb.
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (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.
Leg spear.
Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Laser eyes (Recharge 6).
The spider mecha can make 8 laser attacks, one with each eye. The lasers do 1d4 damage each.
Legendary Actions
The spider can take 3 legendary actions
choosing from the options below.
Only one legendary action option can be used at a time
and only at the end of another creature's turn.
The spider regains spent legendary actions
at the start of its turn.
Free move.
The mecha spider can move up to its speed.
Shoot webbing.
The spider mecha has a reserve of synthetic spider silk it can shoot at foes. Dexterity saving throw to avoid the silk. If hit must make a strength saving throw to break free from the webbing.
Spider Mecha
Not yet described
Duplication and Templates
Spider Mecha (North) has been modified from other monsters.
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