Spider Poison Crit Dmg Dnd 5e
A giant spider cannot poison a target unless they hit, so the poison damage is a consequence of the attack. A saving throw is made to reduce the poison damage, but that damage is. Apply the poisoned condition, which puts enemies at a disadvantage on the attack, or deal damage such as a green dragon/poison spray spell. It doesn't appear to be evident that you can deal poison damage and also the condition at the same time. So, like all of the crafting in. 5e SRD:Spider. From D&D Wiki. 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. Back to Main Page → 5e System Reference Document → Creatures → Miscellaneous Creatures. Open Game Content (place problems on the discussion page). This is part of the 5e System.
Traits
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.
Dnd 5e Crit Fishing Build
Web Walker: The Spider ignores Movement restrictions caused by webbing.Actions
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., 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, and is Paralyzed while Poisoned in this way.Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., 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 and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
From D&D Wiki
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Monstrous Spider, Medium | |
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Size/Type: | Medium Vermin |
Hit Dice: | 2d8+2 (11 hp) |
Initiative: | +3 |
Speed: | 30 ft. (6 squares), climb 20 ft. |
Armor Class: | 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 |
Base Attack/Grapple: | +1/+1 |
Attack: | Bite +4 melee (1d6 plus poison) |
Full Attack: | Bite +4 melee (1d6 plus poison) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Poison, web |
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits |
Saves: | Fort +4, Ref +3, Will +0 |
Abilities: | Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2 |
Skills: | Climb +11, Hide +7*, Jump +0*, Spot +4* |
Feats: | Weapon FinesseB |
Environment: | Temperate forests |
Organization: | Solitary or colony (2–5) |
Challenge Rating: | 1 |
Treasure: | 1/10 coins; 50% goods; 50% items |
Alignment: | Always neutral |
Advancement: | 3 HD (Medium) |
Level Adjustment: | — |
All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
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Size | Fort DC | Damage |
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Medium | 12 | 1d4 Str |
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
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A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Size | Break DC | Hit Points | |
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Medium | 12 | 16 | 6 |
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
SEE WIKIPEDIA ENTRY:Spider
Dnd 5e Crit Rules
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