Spell Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration.

The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image; if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction reveals the image to be an illusion (because things can pass through it). A creature that suspects the effect to be an illusion (such as by seeing a thing pass through it) can use an action to make an Intelligence saving throw, determining that it is an illusion on a success. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature for the rest of the duration.

Silent Image

1st level, arcane (illusion)

Casting Time

1 action

Duration

1 hour (concentration)

Range

120 feet (sight)

Components

V,S,M*

*this spell requires a bit of fleece

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.