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Phase Spider

Phase Spider
  • Size: Large
  • Type: Monstrosity
  • Alignment: Unaligned
  • AC: 14
  • Initiative: +3 (13)
  • HP: 45 (7d10+7)
  • Speed: 30 ft, Climb 30 ft.
ATTRVALMODSAVE
STR15+2+2
DEX16+3+3
CON12+1+1
INT6-2-2
WIS10+0+0
CHA6-2-2
  • Skills: Stealth +7
  • Senses: Darkvision 60 ft.; Passive Perception 10
  • Languages: None
  • CR: 3 (XP 700; PB +2)

Traits

Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa.

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.

Actions

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.

Bonus Actions

Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa.

Lore & Background

Phase spiders are magical arachnids that possess the ability to shift between the Material Plane and the Ethereal Plane at will. These large, intelligent spiders use their planar abilities to hunt prey across multiple dimensions, making them incredibly dangerous and unpredictable predators. Phase spiders are native to areas where the boundaries between planes are thin, often making their lairs in ancient ruins or places of magical significance.

These creatures are cunning hunters that use their phasing ability to appear suddenly, strike with their venomous bite, and disappear before their prey can retaliate. Phase spiders are territorial and will defend their hunting grounds from any creatures they perceive as threats or competition.

Combat Tactics

Phase spiders excel at hit-and-run tactics, using their ethereal jaunt ability to appear behind enemies, attack with their bite, and then phase back to the Ethereal Plane before retaliation is possible. They often use web attacks to immobilize prey before delivering their venomous bite.

Encounter Ideas

Ethereal Ambush: Phase spiders attack from the Ethereal Plane in an ancient magical site. Planar Instability: Phase spiders appear in areas where planar boundaries have weakened. Web of Dimensions: A phase spider's web spans multiple planes, trapping creatures from different realities. Magical Research: A phase spider guards a location important to planar magic studies.

Environmental Effects

Phase spider presence creates areas of planar instability where the boundaries between dimensions become blurred. Magic may behave unpredictably, and creatures may catch glimpses of the Ethereal Plane.

Treasure

Phase spiders don't intentionally collect treasure, but their lairs often contain items from creatures they've hunted across multiple planes, including magical items that function across dimensional boundaries.

Plot Hooks

Dimensional Hunter: A phase spider is hunting specific individuals across multiple planes. Planar Breach: Phase spiders are emerging from a tear in reality that needs to be sealed. Ethereal Investigation: Heroes must enter the Ethereal Plane to track down a phase spider. Web Between Worlds: A phase spider's web is interfering with planar travel in the region.