Grey Lady Fatespinner

Grey Lady Fatespinner

Medium fey, neutral
Armor Class 15 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft., climb 30 ft.
14 (+2) 18 (+4) 15 (+2) 14 (+2) 15 (+2) 20 (+5)

Skills Deception +8, Perception +5, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Umbral
Challenge 5 (1,800 XP)

Glamour Veil. As an action, the Grey Lady can cloak herself in an illusion of a Medium humanoid. The illusion is nearly perfect, and even fools the sense of touch. A creature inspecting the Grey Lady can make a DC 16 Intelligence (Investigation) check as an action. On a success, the creature can see through the illusion to glimpse the Grey Lady’s hazy true form. The illusion fades if the Grey Lady falls unconscious or if she dies.

Spider Climb. The Grey Lady can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Touch of Fate. The Grey Lady has advantage on all saving throws.

Web Sense. While in contact with a web, the Grey Lady knows the exact location of any other creature in contact with the same web.

Web Walker. The Grey Lady ignores movement restrictions caused by webbing.


Multiattack. The Grey Lady makes three attacks: one with her bite and two with her claws. If her Web action is available, she can make one web attack in place of a bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

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