Phase Spider

Monster Manual - 5e, D&D Basic Rules

Description

A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. [1] [2]

Basic Information

Anatomy

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

Ecology and Habitats

A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. [1] [2]

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

Additional Information

Perception and Sensory Capabilities

Phase spiders have 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.334.
  2. ^D&D Basic Rules (November, 2018), p.148.

Contents



Parent Article

  • Miscellaneous Creatures

Stat Block

See below [1] [2]

Phase Spider

Armor Class 13 (natural armor)
Hit Points 32 ( 5d10 + 5 )
Speed 30 ft., climb 30 ft.

15 +2

15 +2

12 +1

INT

6 -2

WIS

10 +0

CHA

6 -2

Senses darkvision 60 ft., passive Perception 10
Challenge 3 (700 XP)

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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 ( 1d10 + 2 ) piercing damage, and the target must succeed on a DC 11 Constitution saving throw taking 18 ( 4d8 ) 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.


Suggested Terrain desert, forest, grassland, hills, Underdark, urban

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