5
1 (1d4 - 1)
walk 0 ft.
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
tremorsense (blind beyond this radius)
0
+2
The spythronar sac appears to be a tangled ball of string, twigs, and dirt. Someone who can see the sac can identify it with a successful DC 15 Intelligence (Arcana or Nature) check.
A creature who enters the spythronar sac's space must succeed on a DC 10 Dexterity saving throw, or the sac is destroyed.
When the spythronar sac is destroyed, it releases lightning in a 10-foot radius. A creature who destroyed the sac by entering its space receives no saving throw. Other creatures in that area must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) lightning damage. Each spythronar swarm and web in this area instead gains advantage on its next attack roll.
When a spythronar sac takes lightning damage from a source other than another spythronar, it hatches, transforming into a spythronar swarm with half the normal hit points. This swarm rolls initiative and enters the combat.