Hold Breath
The spider can hold its breath for 12 hours.
Snow Tunneler
Teh spider can only burrow through snow, and leaves a 5-foot-diameter tunnel in its wake.
Spider Climb
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an Ability Check.
Winter Web Walker
The spider ignores movement restrictions caused by webbing, ice or snow.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 piercing damage plus 1d10 cold damage, and the target must make a DC 13 Constitution Saving Throw. On a failed save, the target takes 3d8 poison damage and 3d8 cold damage, and if no resistances or immunities apply, it is restrained until the end of its next turn. On a successful save, the target takes half damage and isn't restrained. If the poison or cold damage reduces the target to 0 HP, the target is stable but poisoned for 1 h, even after regaining HP and is paralyzed while poisoned in this way.
Web (Recharge 5-6)
Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: The target is restrained by icy webbing. While restrained, it takes 1d6 cold damage at the start of each of its turns. As an action, the restrained target can make a DC 18 Sterngth check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; HP 8; vulnerability to fire dmg; immunity to bludgeoning, cold, poison and psychic dmg).
Charm (1/hour)
The spider chitters inaudibly, directing its fey magic at one creature it can see within 60 ft. The target must succeed on a DC 15 Wisdom Saving Throw or become charmed by the spider for 1 minute. While it is charmed, the spider directs its movements. If the spider can't do so, the target moves toward the spider. The target repeats the Saving Throw at the end of each of its turns, ending the effect on a success.
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