Spider Thief
Armor Class 13 (natural armor)
Hit Points 54 (12d6+12)
Speed 30 ft., climb 20 ft.
Saving Throws —
Skills Stealth +3
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can't speak
Challenge 2 (450 XP)
Actions
Reactions
Legendary Actions
_This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head._ **Wire Fighters.** A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that target until it stops resisting or it escapes from the spider’s wire. By then, it should be ready to ensnare a new victim. **Completely Loyal.** This clockwork machine follows orders from its master even if they lead to its destruction, and it fights until destroyed or told to stand down. The machine recognizes only its creator as its master. **Guild Tools.** The spider thief got its name because its ability to climb walls and to effortlessly cross gaps between buildings up to 20 feet wide makes it an excellent accomplice for enterprising thieves. Some thieves guilds make extensive use of them, and many freelance rogues use them as partners. **Constructed Nature.** A spider thief doesn’t require air, food, drink, or sleep.
Source: Tome of Beasts © 2016, Open Design LLC. Used under the Open Gaming License v1.0a.
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