12 (natural armor)
13 (2d8+4)
walk 30 ft., climb 30 ft.
Stealth +5, Perception +4
darkvision 120 ft.
1/4
The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. The target is stuck to the steeder's leg and is grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.
12 (natural armor)
13 (2d8 + 4)
walk 30 ft., climb 30 ft.
Perception +4, Stealth +5
darkvision 120 ft.
—
1/4
+2
The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.
The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.