Giant Spider

Monster Manual - 5e, D&D Basic Rules

Description

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. [1] [2]

Basic Information

Anatomy

Giant spiders have a tough hide that provides them with protection during combat (i.e. natural armor). A giant spider can bite with its mouth and poison prey.[1][2]

Ecology and Habitats

Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.[1]

Giant spiders can climb difficult surfaces, including upside down on ceilings.[1][2]

Dietary Needs and Habits

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen.[1]

Additional Information

Perception and Sensory Capabilities

Giant spiders have blindsight to a range of 10 ft and darkvision to a range of 60 ft. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.[1][2]

References

  1. ^Monster Manual (5e) (2014), p.328.
  2. ^D&D Basic Rules (November, 2018), p.136.

Contents



Parent Article

  • Miscellaneous Creatures

Stat Block

See below[1][2]

Giant Spider

Armor Class 14 (natural armor)
Hit Points 26 ( 4d10 + 4 )
Speed 30 ft., climb 30 ft.

14 +2

16 +3

12 +1

INT

2 -4

WIS

11 +0

CHA

4 -3

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP)

Spider Climb. The spider 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 spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 ( 1d8 + 3 ) piercing damage, and the target must succeed on a DC 11 Constitution saving throw taking 9 ( 2d8 ) 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.

Web (Recharge 5-6 ). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.


Suggested Terrain desert, forest, swamp, Underdark, urban
Sources Monster Manual - 5e, D&D Basic Rules

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