Druid

 

Druid: Great Beast Spirit: Preying Spider

The Preying Spider spirit look after insectoid animals that lurk and hunt to survive such as spiders, scorpions, and mantises.

Preying Spider Wild Trait Options

Agile. This creature has proficiency in Dexterity saving throws, and it can use its choice of its Strength or Dexterity modifier for attack and damage rolls with unarmed attacks. It must use the same modifier for both rolls.

Ambush Hunter. This creature has advantage on initiative.

Bulky. This creature has proficiency in Strength and Constitution saving throws.

Large (counts as 2 wild traits). This creature’s size is large and as a result this creature gains +2 bonus to its armour class and a 1d4 damage bonus to its melee damage rolls. The large trait replaces the template’s physical ability scores with: Strength 17 (+3), Dex 12 (+1), Con 16 (+3).

Erratic Escape. When this creature is the target of a melee attack, it can use a reaction to give the attacker disadvantage on the attack roll. If the attack misses, this creature can immediately move up to 10 feet as a part of that reaction without provoking opportunity attacks.

Instinctive Dodge. Other creatures do not gain advantage on attack rolls against this creature as a result of being hidden or invisible.

Potent Venom. When this creature deals poison damage to a target with one of its natural weapons, the target also becomes poisoned until the end of its next turn. If the attack was a critical hit, the target becomes paralysed until the end of its next turn instead of poisoned.

Skilled Prowler. You gain proficiency in Acrobatics and Stealth. If this creature is already proficient with both of these skills, it instead gains expertise in one of these skills.

Special Attack: Pincer Strike. When this creature takes an attack action, it can replace one of its attacks with a special attack, a pincer strike:

          Pincer Strike. Melee attack, reach 5 ft., 2d4 bludgeoning damage. On a hit, a target that is the same size or smaller is grappled and restrained until the grapple ends. While this creature has a target grappled, it cannot make attacks with pincer strike.

Special Attack: Sticky Web (counts as 2 wild traits. This creature can spin a sticky web. Spinning the web takes 1 minute for each 5-foot cube. The webbing can be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Another creature that enters the web or ends its turn there, it must make a Dexterity saving throw or become restrained by the webbing.

This creature can also use one minute to spin this web around an incapacitated creature. This creature remains grappled, restrained and incapacitated until it is freed from the webbing.

Finally, this creature can use a bonus action to make a special attack, a sticky web:

          Sticky Web. Melee attack, reach 10 ft. On a hit, the target is grappled and restrained by the webbing. Ending the grappled condition ends both these conditions.

Sticky-footed. This creature gains a climb speed equal to its speed. If this creature already has a climb speed, it can increase that climb speed by 10 feet instead. This creature also gains the ability to move up, down, and across vertical surfaces and upside down along ceilings.

Territorial. Other creatures provoke an opportunity attack from this creature when they move 5 feet or more while within this creature’s reach.

 

Preying Spider

Small or medium beast

Armor Class 13 (+1 from natural armour)

Speed 30 feet, climb 20 feet

Str 12 (+2)

Int 2 (-4)

Dex 14 (+2)

Wis 12 (+1)

Con 14 (+2)

Cha 5 (-3)

Special

Darkvision. This creature has darkvision to a range of 60 feet.

Preying Venom. When this creature reduces a target to 0 hit points dealing poison damage to the target, the target is stable but poisoned for 1 hour, even after regaining hit points. The target is also paralysed while poisoned in this way.

Actions

Venomous Sting. Melee attack, reach 5 ft., 1d4 piercing damage. On a hit, the target must succeed on a Constitution saving throw or take 1d8 poison damage.