Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Volatile End. When the Torch Spider dies, there is a 70% chance of the Nitroglycerin sack being ruptured and exploding. Any creature within a 20 foot radius must make a DC 13 dexterity saving throw. On a failed save, nearby creatures will take 3d8 fire damage. On a successful save, they take half.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: [Roll:1d8 + 4] piercing damage, and the target must make a DC 11 Constitution saving throw, taking (2d8) fire damage on a failed save, or no damage on a successful one. If the fire damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Fire Spit (recharge 7-8). Area of effect: 5 by 30 ft. line DC 13 Dex save. On failed safe, target(s) take 6d8) fire damage. On successful save, target(s) take half. 70% chance target remains on fire. When on fire, target takes 1d8 fire damage at the beginning of their turn until someone takes an action to douse the flame. Alternatively, target can make DC10 dexterity check to roll and put out the fire. Target ends such a turn in prone position.
15 feet tall and 10 feet in diameter, with a glossy black exo-skeleton and a red abdomen. It's mandibles are roughly the size of a human man's arms, and it's legs (inspite of their impressive strength, are as thin as a sapling's branches, appearing almost invisible at a glance.
Tropical, caves