Armor Class 14 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft., climb 30 ft.
Skills Stealth +7
Senses darkvision 120 ft., passive Perception 10
Languages —
Challenge 1
Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Leap. The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that its speed is at least 30 feet.
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 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
Sticky Leg (Recharges when the Steeder Has No Creatures Grappled). Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12).
OotA, p. 238