Spider Thief

Small Construct, Unaligned

Armor Class 13 (natural armor)

Hit Points 66 (12d6 + 24)

Speed walk +20

Challenge 2

STR
10
+0
DEX
12
+1
CON
14
+2
INT
3
-4
WIS
10
+0
CHA
1
-5

Skills Stealth +3

Damage Vulnerabilities False

Damage Resistances fire

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages of its creator but can’t speak

Special Abilities

Construct Nature. The spider thief doesn't require air, food, drink, or sleep.

Immutable Form. The spider thief is immune to any spell or effect that would alter its form.

Magic Resistance. The spider thief has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The spider thief makes one Hooked Wire attack and one Sickle Claw attack, or it makes two Sickle Claw attacks.

Sickle Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.

Hooked Wire. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 15/30 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the spider thief pulls itself in a straight line up to 25 feet toward the target, stopping in the nearest unoccupied space to the target. When the spider thief moves in this way, opportunity attacks against it have disadvantage.

Bonus Actions

Wire Jump. The spider thief throws a hooked wire at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the wire to that point. It then reels in the wire, pulling itself to an unoccupied space within 5 feet of that point. It can bring along objects and willing creatures as long as their total weight doesn't exceed 100 pounds. When the spider moves in this way, opportunity attacks against it have disadvantage.

Source: Tome of Beasts 2023 · OGL/Open