Believed to be another ancient Drow creation, one that lost their usefulness to their culture long ago and adapted itself to life in the wilds, a tunnel spider is capable of tunneling through solid rock, leaving a passage wide enough for a humanoid. Their warrens are labyrinthine mazes with countless dead-ends and pitfalls. A tunnel spider burrows to just beneath the surface of the cave floor, then bursts forth when prey wanders close.

Tunnel Spider
Beast
Attributes
Unorganized
Size
Large
Type
Beast
AC
13
HP
45
Speed
30ft, Burrow 20ft, Climb 30ft
CR
2
Ability Scores
STR
15
DEX
15
CON
12
INT
6
WIS
10
CHA
6
Traits
Ambuscade
The tunnel spider can burrow just under a rock or earthen surface and remain motionless. While doing so, it is indistinguishable from a normal surface and gains advantage on attack rolls against surprised targets.
Spider Climb
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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.
and is paralyzed while poisoned in this way.
Trap Door
The tunnel spider can create a 10-ft.-deep pit trap when it breaches through a rock or earthen surface it is burrowing through. Any creature within 5 feet of the pit trap when it is created must succeed on a DC 14 Dexterity saving throw or fall into the pit, taking 3 (1d6) falling damage and landing prone.