Knobby White Spider

Large plant, unaligned

CreatureScum and Villainy

At a glance

Armor Class
15 (natural armor)
Hit Points
112 (15d10 + 30)
Speed
20 ft.
Skills
Stealth +2
Damage Vulnerabilities
fire
Condition Immunities
blinded, deafened, exhaustion
Senses
blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages
None
Challenge
5 (1,800 XP)

Ability scores

  • Str18+4Strength 18, modifier plus 4
  • Dex8-1Dexterity 8, modifier minus 1
  • Con15+2Constitution 15, modifier plus 2
  • Int2-4Intelligence 2, modifier minus 4
  • Wis10+0Wisdom 10, modifier plus 0
  • Cha5-3Charisma 5, modifier minus 3

About this creature

The Knobby white spider was a large landspeeder-sized arachnid-like organism native to the swamp world of Dagobah. In addition to the very large ones, there are also some smaller, knee-heigh spiderlings.

Appearance. It had a large, lumpy body with a bloated, bulbous head, eight gnarled legs and one large stinger used to capture and sedate its prey.

Biology. One of the most bizarre organisms on Dagobah, the knobby white spider was in fact a mobile root that was part of the gnarltree's life cycle. Composed primarily of calcified wood, it would break free of its parent tree to roam the swamps and devour animals. After gathering enough nutrients, the spider would find a clear spot to anchor its legs, and if it survived that period, it would eventually transform into roots that allow the spider to grow into a towering tree. During this period it was vulnerable to bogwings and jubba birds.

Traits

Distress Spores

When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

False Appearance

While the spider remains motionless, it is indistinguishable from a normal gnarltree.

Actions

Multiattack

The spider makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.

Pacifying Spores

The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stinger

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison 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.