b'Obsidian Spider \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  85 (10d10 + 30)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  16 (+3)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., truesight 30 ft., passive  Perception  10  Languages  understands Undercommon but can\xe2\x80\x99t speak  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Immutable Form . The spider is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The spider has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The spider\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The spider makes a Bite  attack  and uses Skittering Charge or Interweave Fates. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one creature.  Hit : 10 (1d10 + 5) piercing damage, and the target must make a DC 14  Constitution  saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Skittering Charge . The spider moves up to 40 feet in a straight line and can move through the spaces of Medium or smaller creatures. The first time it enters a creature\xe2\x80\x99s space during this move, the creature must make a DC 14  Dexterity  saving throw or take 14 (2d8 + 5) piercing damage. \n'b'  Interweave Fates (1/Day) . The spider shoots a strand of magical webbing that jumps between up to 5 creatures that are within 30 feet of the spider and each other. Each creature must make a DC 14  Dexterity  saving throw. On a failure, a creature is connected to each other creature that failed its saving throw. Connected creatures are tethered together by the webbing and can\xe2\x80\x99t move further away from each other than they currently are. Additionally, whenever one of the tethered creatures takes damage that isn\xe2\x80\x99t psychic, each other connected creature must make a DC 14  Constitution  saving throw or take the same amount of psychic damage. A strand of magical webbing connecting two creatures can be broken as an action with a DC 14  Strength  ( Athletics ) check. The webbing can also be attacked and destroyed (AC 12;  hp  10;  vulnerability  to fire damage; immunity to bludgeoning, poison, and psychic damage).'