XP 200 ()

N Medium

Initiative +1


AC 11 plus armor worn

hp: 44 (8d8 + 8)

Immunity: Necrotic and poison damage; exhaustion, fright, poison, unconsciousness


Speed: 30 ft., climb 20 ft.

Melee Attack—Claw: +5 to hit (reach 5 ft.; one creature). Hit: 1d6 + 2 slashing damage plus 1d4 poison damage and the target is poisoned. A poisoned creature can make a DC 11 Con saving throw at the end of each of its turns; a successful save ends the condition.

Ranged Attack—Spider Spray (recharge 5, 6): automatic hit (range 20 ft. cone; all creatures in cone). Hit: target must make a successful DC 11 Dex saving throw or take 1d6 piercing damage plus 2d6 poison damage.


Str 15 (+2), Dex 13 (+1), Con 13 (+1),

Int 3 (–4), Wis 10 (+0), Cha 6 (–2)

Languages: None

Senses: Darkvision 60 ft.


Spider-Infested: Spiders continually crawl out of corpsespun, swarm over them, and fall to the ground around the ’s feet. All creatures other than a corpsepinner or other corpsespun that are adjacent to a corpsespun at the end of the corpsespun’s turn take 1d4 poison damage from spider bites. This damage is cumulative from multiple adjacent corpsespun.


Environment: Astral

Organization: Troupe (4–9 plus 1 corpsespinner)

Corpsespun resemble zombies that are infested with spiders. Spiders crawl in and out of their bodies through their mouths, ears, nostrils, eye sockets, and wounds, and the creatures can vomit out a stream of spiders as an attack. They tend to be draped in webbing. Corpsepun follow the commands of the corpsespinner that created them, which they receive telepathically. If a corpsespinner is killed, its corpsespun minions continue carrying out their last instructions, and they fight to protect their master’s body or its home web; otherwise, they have little purpose and are not innately hostile without a corpsespinner telling them who to kill.