Spell Description
You set an alarm against unwanted intrusion.
Choose a door, a window, or an area that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area.
When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible:
Mental Alarm. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
Audible Alarm. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Alarm
1st level, arcane (abjuration)
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Casting Time
1 minute, ritual
Duration
8 hours
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Range
Touch
Components
V,S,M*
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*this spell requires
a tiny bell and a piece of fine silver wire
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Giant Spider
Large beast
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Armor Class
10 + 1 per spell slot level
Hit points
Points
10 + 10 per spell slot level
Speed
40 feet, climb 40 feet
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Str
16 (+3)
Int
1 (-5)
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Dex
17 (+3)
Wis
12 (+1)
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Con
14 (+2)
Cha
3 (-4)
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Saving Throws
Strength, Constitution
Senses
darkvision 60 feet
Languages
-
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Special Spider Climb This creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Spinner
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
The spider ignores movement restrictions caused by webbing. Also, once on each of the spider's turns,
it can create sticky webs within 5 feet of it. The web covers the ground in a 5 feet cube.
The web is difficult terrain and any other creature that moves into the web or ends its turn there
must make a Dexterity saving throw or becomes restrained by the webbing.
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Actions Venom Barb.
Melee
Attack,
Melee Attack, reach 5 ft., 1d8 piercing damage + 3d8 poison damage. A target that is reduced to 0 hit points by this attack
is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
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