Leather armor or pierce resistance
Scapel +1, 1d6 necrotic
Spider Climb. The Zeerith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the Zeerith knows the exact location of any other creature in contact with the same web.
Sunlight Sensitivity. While in sunlight, the Zeerith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight
Web Walker. Zeerith ignores movement restrictions caused by webbing.
Multiattack. Zeerith makes 2 attacks, one with hes scapel and one with hes bite
Scalpel. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit 5 (1d4 + 4) slashing damage, and 1d6 necrotic (bleed) damage
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (1d8) 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.
Summon Swarm (recharge on a 6). Zeerith regurgitates a swarm of spiders, they act independently though to the aid of Zeerith
Zeerith can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . Zeerith regains spent legendary actions at the start of its turn.
Bite. Zeerith makes one bite attack
Jump. Zeerith may make a standing jump without provoking an attack of opportunity
Summon Swarm (Costs 3 actions). Zeerith can regurgitate swarms of spiders