AC 16 ( mage armor )
HP 80 (7d20+7; bloodied 40)
Speed 45 ft., climb 45 ft.
Proficiency +3; Maneuver DC 14
Skills Arcana +4, Insight +4 (+1d4), Stealth +6
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages Common, Undercommon
Spellcasting. Sheeltielle is an 8th level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She knows the following spells:
Cantrips (at will): fire bolt , mage hand , prestidigitation
1st-level (4 slots): detect magic , identify , mage armor , shield
2nd-level (3 slots): detect thoughts , misty step
3rd-level (3 slots): clairvoyance , counterspell , fireball
4th-level (2 slots): dimension door , greater invisibility
Spider Climb. Sheeltielle can climb even on difficult surfaces and upside down on ceilings.
Web Sense. While touching a web, Sheeltielle knows the location of other creatures touching that web.
Web Walker. Sheeltielle ignores movement restrictions imposed by webs.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage, and the target makes a DC 12 Constitution saving throw , taking 45 (10d8) poison damage on a failure. This poison damage ignores resistances and immunities. If the poison damage reduces the target to 0 hit points, the target is made stable but poisoned for 1 hour, even if it regains hit points, and it is paralyzed while poisoned in this way.
Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Fireball (3rd-Level; V, S, M). Fire streaks from Sheeltielle to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.
Dimension Door (4th-Level; V). Sheeltielle teleports to a location within 500 feet. She can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space, it takes 14 (4d6) force damage, and the spell fails.
Greater Invisibility (4th-Level; V, S, Concentration). Sheeltielle or a creature she touches is invisible for 1 minute.
BONUS ACTIONS
Misty Step (2nd-Level; V). Sheeltielle teleports to an unoccupied space she can see within 30 feet. She can’t cast this spell and a 1st-level or higher spell on the same turn.
Web (Recharge 4–6). Sheeltielle spews webbing that fills a 20-foot square within 100 feet and makes it into difficult terrain . Each creature in the area makes a DC 14 Dexterity saving throw or becomes restrained by her web. As an action, a creature can make a DC 14 Strength check, breaking itself out of the web on a success. The effect also ends if the web is destroyed. The web is an object with AC 10, 20 hit points, and immunity to all forms of damage except slashing, fire, and force.
REACTIONS
Counterspell (3rd-Level; S). When a creature Sheeltielle can see within 60 feet casts a spell, she attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, Sheeltielle makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If Sheeltielle casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell .
Shield (1st-Level; V, S). When Sheeltielle is hit by an attack or targeted by magic missile , she gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile . These benefits last until the start of her next turn.
The spiders of the Oldshade Woods have long lived on the fringes of society, and have not suffered an incursion by civilization (or by Cirothe) throughout all their existence. Intelligent workers of dark magic, the arachnids have remained secure in their holdings under the rule of their queen Sheeltielle.
Sheeltielle is clever but she is also ancient and fragile—though certainly still a lethal adversary, she is an opponent that can be defeated. Slaying the Spider Queen means cutting a bloody swath through most of her court, surely requiring some handy defenses against poisons (at the very least) and maybe the help of allies. Should Sheeltielle be killed, the venom can easily be harvested during a long rest spent with the royal arachnid’s corpse.
In her prime, Sheeltiele cut a more formidable figure.
Beasts are natural animals whose existence and abilities are nonmagical. A bear and a tyrannosaurus rex are both beasts.