Spell Description

With a chitter you rouse arachnid spirits to your aid. When you cast this spell, you summon a swarm of spiders or a giant spider (see templates below).

In addition, the summoned creatures gain one of the following special abilities when you cast this spell:

  • Blindsight. The creature gains blinsight to a range of 30 feet.

  • Phase Spider. Once on each of its turns, this creature can magically shift to the ethereal plane or back to the plane it left from. When this creature returns from the ethereal plane, it is also invisible until the end of its turn. Also, this creature is a monstrosity instead of a beast.

  • Sword Spider. When the creature makes an attack with advantage, it rolls three dice (instead of two) and uses the highest for the roll.

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the poison damage the creature deals with its attacks increases by 1d8 for each slot level above 5th.

Rouse Web Weaver

5th level, primal (conjuration)

Casting Time

1 action

Duration

1 hour (concentration)

Range

60 feet (sight)

Components

V,S,M*

*this spell requires a totem weaved from precious silk worth at least 200 gold pieces.

Swarm of Spiders

Large beast

Armor Class  8 + 1 per spell slot level

Hit points Points  10 + 15 per spell slot level

Speed  30 feet, climb 30 feet

Str 6 (-2)

Int 1 (-5)

Dex 17 (+3)

Wis 7 (-2)

Con 15 (+2)

Cha 2 (-4)

Damage Resistance bludgeoning, piercing, slashing

Damage Immunity poison

Senses darkvision 60 feet

Languages -

Special

Spider Climb This creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Swarm of diminutive spiders This creature is a swarm of diminutive creatures. The swarm can squeeze through a space as narrow as 1 inch wide. When this creature takes the attack action, it attacks all other creatures in its space. The swarm can't regain hit points or gain temporary hit points. The swarm has vulnerability to damage from effects that deal damage to creatures in an area.

Actions

Venemous Tide. Melee Attack, Melee Attack, reach 0 ft., 2d8 poison damage. On a hit, the target must make a Constitution saving throw or become poisoned. At the end of each of its turns, the target repeats the saving throw against the poisoned condition. On a succesfull save, the effect ends for the target. On a failed saving throw, the target takes another 1d8 poison damage.

 

Giant Spider

Large beast

Armor Class  10 + 1 per spell slot level

Hit points Points  10 + 10 per spell slot level

Speed  40 feet, climb 40 feet

Str 16 (+3)

Int 1 (-5)

Dex 17 (+3)

Wis 12 (+1)

Con 14 (+2)

Cha 3 (-4)

Saving Throws Strength, Constitution

Senses darkvision 60 feet

Languages -

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.

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.