It is on the ceiling. It has been on the ceiling since you entered the room. It is the ceiling, almost. It is the thing that makes ceilings wrong when you look at them too long in the dark. It is coming down now. It has too many joints.

Anchor Phobia Arachnophobia and the specific dread of things on walls and ceilings that should not be there.
Armor Class 16 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 60 ft., climb 60 ft. (walls, ceilings, and any solid surface)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 18 (+4) | 18 (+4) | 6 (−2) | 12 (+1) | 8 (−1) |
Saving Throws Str +8, Con +7
Skills Athletics +8, Stealth +7
Condition Immunities frightened, prone
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 11
Challenge 9 (5,000 XP) Proficiency Bonus +4
Traits #
Nightmare Creature. Requires +2 magical weapons to damage. Spells of 2nd level or lower fail automatically. Reduced to 0 HP, expelled to its dimension. Disadvantage on attacks in full natural sunlight.
Surface Phase-Traverse. Moves across any solid surface including walls and ceilings at full speed. Can pass through closed doors and walls by traversing their surface geometry — it never needs to open doors. Locked rooms do not bar it.
Geometric Wrongness. The first time a creature sees the arachnophage moving, it must succeed on a DC 15 Wisdom saving throw or be poisoned until the end of its next turn, nauseated by the wrongness of its movement.
Ambush from Above. If the arachnophage drops from a ceiling or elevated surface onto a target, it has advantage on attack rolls during the surprise round and all four limb attacks land on the surprise round.
All-Angle Defense. Flanking provides no benefit against the arachnophage.
Actions #
Multiattack. The arachnophage makes four Limb Strike attacks, or makes one Geometric Web attack and two Limb Strikes.
Limb Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Geometric Web (Recharge 5–6). The arachnophage fires a strand at a creature within 60 feet. The target must succeed on a DC 16 Strength saving throw or be restrained. A restrained creature must also succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn, unable to look away from the approaching arachnophage. A creature can use its action to attempt a DC 16 Strength check to break free.
