Homebrew, Monster Manual (5e)
Pack Tactics. The spider has advantage on an attack roll against a creature if at least one of the spider's allies is within 5' of the creature & the ally isn't incapacitated.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +5 to hit, reach 5', one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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, & is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30'/60', one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked & destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, & psychic damage).
Nimble Escape. The spider can take the Disengage or Hide action as a bonus action on each of its turns.
Any Climate; Subterranean; Forest, Hills, Swamps, Underdark, Urban
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!