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STEEDERS


Giant hunting spiders,
steeders prowl the depths of
the

Underdark. Most steeders
are encountered in the
com-

pany of duergar.

Fem ale Dominan
ce. Fe male steeders grow larg
e r

and stronger than
males, and the female often devour
s

the male after breeding.
In captivity, males are
used as

draft animals,
while females serve as s teeds
in battle.

Lone Predators. Steeders
consider other steeders

as enemies and attempt to tear
apart perceived threats.

Their duergar handlers must
stable steeders separate

from one another and place
blinders on

them when they're put to work
to keep

them from attacking each
other.

Low Cunning. Steeders
are intelligent

enough to learn simpl
e hand signals and

vocal
commands, but even a domesticated

steeder
can turn against its handler.

Training these beasts
requires a rider

to bond with the
steeder, a process that

begins shortly after
the creature hatches.

The rider stays
with the steeder as it

grows to full size, working throughout

that t ime to chan nel
the beast's predatory

instincts.

Deadly Hunters

. Rather than spinning


webs, steeders excrete a viscous
sub-

stance from their legs. This
goo allows

them to creep along walls
and ceilings

and to grapple prey.

FEMALE STEEDER


Large monstrosity, unaligned

Ar mo r Class
14 {natural armor)

H it Poin
ts 30 (4dl0 + 8)

S pe e d
30 ft., climb 30 ft.

STR

15 (+2)

DEX

16 (+3)

CON

14 (+2)

Skills Stealth +7, Perception +4

INT

2 (-4)

WIS

10 (+O)

Senses darkvision 120 ft., passive
Perception 14

Languages-

Challe nge l (200 XP)

r ..

.


CHA

3 {- 4)

Spider Climb. The
steeder can climb difficult surfaces,
in-

cluding upside down on ceilings, without
needing to make an

ability check.

Extraordinary Leap. The
distance of the steeder's long jumps

is t ripled; every foot
of its walking speed that it spen d s
on the

jump allows it to m ove 3 feet.

ACTIONS

Bite. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target.

Hit: 7 (ld8 + 3) piercing damage
plus 9 {2d8) poison damage.

Sticky
Leg. Melee Weapon Attack: +5 to
hit, reach 5 ft., one

Medium or smaller
creature. Hit: The target is stuck
to the

steeder's leg and grappled until it
escapes (escape DC 12). The

steeder can have
only one creature grappled at a
time.

CHAPTER 6 I BESTIARY


MALE STEEDER


Medium monstrosity, unaligned

Armor Cl
ass 12 (natural armor)

Hit Points
13 (2d8 + 4)

Speed
30 ft., climb 30 ft.

STR

15 (+2)

DEX

12
(+ l)

CO N

14 {+2)

S kills Stealth
+5, Perception +4

INT

2 (-4)

WIS

10 (+0)

Senses
darkvision 120 ft., passive Perception
14

Languages-

Ch alle nge 1 /4 (SO XP)

CHA

3 (-4)

Spider Climb. The steed er can climb
difficult surfaces, in-

cluding upside down on ceilings
, without needing to make an

ability check.

Extraordinary Leap.
The distance of the steeder's long
jumps

is
tripled; every foot of its walking speed
t hat it spends on the

jump allows it to jump 3 feet.

ACTIONS

Bite. Melee Weapon Attack: +4
to hit, reach 5 ft., one target.

Hit: 6 (ld8
+ 2) piercing damage p lus 4 (ld8)
poison damage.

Sticky Leg. Melee Weapon
Attack: +4 to hit, reach 5 ft.,
one

Small or Tiny creature. Hit: The target
is stuck to the steeder's

leg and grappled
until it escapes (escape DC 12).
The steeder

can have only
one creature grappled at a time.
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