15 (natural armor)
45 (6d10 + 12)
30 ft., burrow 30 ft.
tremorsense 30 ft.
-
3
In the first round of combat, the spider has advantage on attack rolls against any creature it surprises.
The spider makes Dexterity (Stealth) checks to hide in sandy terrain with advantage.
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) 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.