LGtC:Spider Daedra

Spider Daedra
Large fiend (daedra), chaotic evil

Armor Class 17 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.

16 (+3) 19 (+4) 18 (+4) 13 (+1) 14 (+2) 18 (+4)

Saving Throws {{{saves}}}
Skills Deception +7, Perception +5, Persuasion +7, Stealth +7
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Daedric, any one language (usually Tamrielic)

Challenge 8 (3,900 XP)Proficiency Bonus +3
Spider Climb. The spider daedra can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spiderling Tactics. The spider daedra has advantage on an attack roll against a creature if there is at least one spiderling within 5 feet of the creature and the spiderling isn't incapacitated.

Web Sense. While in contact with a web, the spider daedra knows the exact location of any other creature in contact with the same web.

Web Walker. The spider daedra ignores movement restrictions caused by webbing.

Multiattack. The spider daedra makes two Shocking Sting attacks, and one Poison Spit attack.

Shocking Sting. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) lightning damage.

Poison Spit. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 13 (2d8 + 4) poison damage. If the target is a creature, it must succeed a DC 15 Endurance saving throw or be paralyzed for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on a success. If the target succeeds on the saving throw, it is immune to the paralyzing effect for 24 hours.

Spin Web (Recharge 5-6). The spider daedra unleashes creates a mass of webbing that fills a 20-foot cube centered on a point it can see within 60 feet of it. The web is difficult terrain, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a DC 15 Agility saving throw. On a failed save, the creature is restrained while in the web. A creature can use an action to make a DC 15 Strength check. On a success, it can free itself or a creature within 5 feet of it that is restrained by the web. This webbing can also be attacked and destroyed. A 5-foot cube of the web has an AC of 10; 5 hit points; vulnerability to fire damage; and immunity to bludgeoning, poison, and psychic damage.

Summon Spiderlings (1/Day). Four spiderlings appear in unoccupied spaces within 30 feet of the spider daedra and remain until destroyed or until the summoner is killed. Spiderlings summoned in this way roll initiative and acts on the next available turn, acting as allies of the spider daedra and obeying its commands.

Found In: Legionnaire's Guide to Cyrodiil