Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.
Jungle Rot. If damage reduces the spiderto 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. The spider can climb vines and trees without penalty to their movement
Darkvision (60ft)
Tremorsense (60ft)
Multiattack. The spider makes two Bite attacks.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition.
Spray. All creatures within 10 feet of the spider must make a DC 12 Constitution save. On a failure, the creature will take 1d10 poison damage and have thier movement reduced by 10ft.
Leap. Once per day, the spider can make a jump from its current position up to 120ft. It will suffer opportunity attacks as normal
One of Macken's more dangerous creations, a Jungle Rot spider is a giant spider struck and controlled by the God's 'blessing'. The moss strengthens the spider even as it decays it, creating an creature that can over hide out in the open amongst the jungle growth and not be seen.