Large Beast, neutral evil
Armor Class 4
Hit Points 26 (4d10 +4)
Speed 30 ft.
STR 1(-5)
DEX 14(+2)
CON 12(+1)
INT 15(+2)
WIS 10(+0)
CHA 3(-4)
Senses Darkvision 30 ft.
Languages Orc, Goblin, Common
Challenge 1/2 (320 XP)
Cocooned. Any humanoid victim that is knocked unconscious or killed by the necromer will be cocooned. Over the course of several days, the necromer will drain the corpse of blood and then inject a strange fluid into the corpse. This fluid, through some unknown process, transforms a normal humanoid corpse into an undead zombie. Corpses animated by the arachnid follow the necromer’s commands without hesitation and a necromer can control its undead up to a range of 60 feet. There is no limit to the number of zombies a necromer can create and control.
Sunlight Sensitivity. Necromers hate the sun and sustain 3 points of damage for each round they are exposed to direct sunlight.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (1d10) piercing damage. The target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, and only taking half on a successful one.
Necromers are the vile creations of the death god. These immense spiders are nearly four feet tall, have long, spiny legs, and oversized, swollen, fur-covered bodies. Their fur is jet black in color and coarse to the touch. Necromers are highly intelligent and cunning arachnids. They possess infravision that extends to a range of 100 feet. All necromers have the ability to speak.
Necromers thrive in places of darkness such as underground caves, tunnels, and dungeons. They hunt and devour all kinds of warm-blooded creatures but are cowardly by nature and tend to avoid or flee from combat with superior foes.