13 (natural armor)
85 (10d10+30)
walk 10 ft., climb 10 ft.
Stealth +2
blindsight 30 ft., darkvision 60 ft.
3
While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence.
The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
13 (natural armor)
68 (8d10 + 24)
walk 20 ft., climb 20 ft.
Stealth +2
blindsight 30 ft., darkvision 60 ft.
—
3
+2
If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the trapper move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn't part of the floor, wall, or ceiling.
The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
One Large or smaller creature within 10 feet of the trapper must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 13 (3d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and deprived of air. The trapper can smother only one creature at a time.