Spider Thief

Tome of Beasts (Third Party)

Size
Small
Type
construct
Alignment
unaligned
AC
13 (natural armor)
Hit Points
54 (12d6+12)
Speed
walk 30 ft., climb 20 ft.
Skills
Stealth +3
Resistances
fire
Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
10
Languages
understands Common but can't speak
Challenge
2
Lineage
Spider
STR
10
+0
DEX
12
+1
CON
12
+1
INT
3
−4
WIS
10
+0
CHA
1
−5

Traits

Immutable Form

The spider thief is immune to any spell or effect that would alter its form.

Magic Resistance

The spider thief has advantage on saving throws against spells and other magical effects.

Wire-Assisted Jump

If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack.

Actions

Multiattack

The spider thief makes two sickle claw attacks.

Sickle Claw

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.

Razor Line (Recharge 5-6)

Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10).

Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet.

recharge

D5

Other data

description