21. Flaming guardians. The corridor here opens into a natural cavern, which glows red from the presence of 4 bubbling craters filled with magma. When the PCs enter, giant fiery spiders rise up on their spindly legs and attack. There is one spider per PC, up to a maximum of 4. These are Magma Spiders – treat as Giant Spiders, except instead of a web attack they can spew lava as an attack, causing 2d6 fire damage on a hit. Three other doorways lead out from this chamber. If anyone is unfortunate enough to fall into a magma pool, they take 4d6 fire damage per turn, half on a DC14 CON save. The hugging approach of room 1 works well on the spiders here: a successful hug attack causes no damage to the PC, but instantly destroys the spider.
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