Male Steeder

Male Steeder

Medium beast
Challenge

STR
2
DEX
1
CON
2
INT
−4
WIS
0
CHA
−4

13
2d8+4
14
Fort
+3
Ref
+2
Will
−2
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Perception +1 (12), Stealth +2 (13)
Senses darkvision 20 m.

Maneuvers. The male steeder uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: ambush, inject venom (bite only), pounce, spring attack

Natural Jumper. The male steeder can jump great distances. Double its Athletics result to determine how far it can jump.

Spider Climb. The male steeder can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Actions (1)

Bite. Melee Weapon Attack: +3 to hit. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.

Sticky Leg. Melee Weapon Attack: +3 to hit. Hit: The target is stuck to the steeder’s leg and is grappled until it escapes (escape Difficulty 10). The steeder can have only one creature grappled at a time.

Underdarkmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.