b'Trapdoor Spider, Arctic \n'b'  Large   beast ,  unaligned  \n'b'  Armor Class  13 (natural armor)  Hit Points  26 (4d10 + 4)  Speed  30 ft., burrow 10 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  13 (+1)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +5,  Stealth  +6  Damage Resistances  cold  Senses   darkvision  60 ft.; passive  Perception  11  Languages  \xe2\x80\x94  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Surprise Attack . If the spider surprises a creature and hits it with an  attack  during the first round of combat, the target takes an extra 7 (2d6) damage from the  attack . \n'b'  Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Web Sense . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b'  Web Walker . The spider ignores movement restrictions caused by webbing. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 7 (1d8 + 3) piercing damage and is  grappled . Additionally, the target must make a DC 11  Constitution  saving throw, taking 9 (2d8) 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. Only one target can be  grappled  by the spider in this way. \n'b'  Web Prey . The spider secures a creature that it has  grappled  or that is  incapacitated  that is within 5 feet. The creature is wrapped in webbing (escape DC 13) and is knocked  prone  and  restrained . The webbing can also be attacked and destroyed (AC 10;  HP  5;  vulnerability  to fire damage; immunity to poison, and psychic damage) but offers no  cover  for the victim. \n'b'  Reactions \n'b'   Parry . The apocalypse knight adds 6 to its AC against one  melee attack  that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.'