Free interactive D&D 5e SRD stat block

Giant Wolf Spider

Medium Beast, CR 1/4, AC 13, 11 HP. Unaligned.

Medium Beast, Unaligned

AC
13
Initiative
+3 (13)
HP
11 (2d8+2)
Speed
40 ft., Climb 40 ft.
ScoreModSave
STR 12 +1 +1
DEX 16 +3 +3
CON 13 +1 +1
INT 3 -4 -4
WIS 12 +1 +1
CHA 4 -3 -3
Skills
Perception +3 , Stealth +7
Senses
Blindsight 10 ft.; Darkvision 60 ft.; Passive Perception 13
Languages
None
CR
1/4 (XP 50; PB +2)

How to run Giant Wolf Spider

A giant wolf spider is an ambush scout, not a swarm bug. It does not spin a hunting web. It runs targets down on 40 ft. of walk, climbs walls and ceilings at 40 ft., and sees in pitch dark out to 60 feet plus 10 ft. of blindsight if the lights are out entirely. With Stealth +7 against a Passive Perception of 13 and the spider sitting on the ceiling, the party will not know it is in the room until it drops on someone.

Lead with positioning. Place the spider above the party from session prep, not from initiative. A good opening turn is the spider dropping from a 30-foot ceiling onto the back-line caster's square, no fall damage to itself thanks to climb speed and the descent being in increments. The spider then sprints around the room using climb to stay out of reach of the front-line, dragging the engagement toward whoever has the lowest AC. Eleven HP and AC 13 mean it will not survive a focused round, so every turn that the spider is not adjacent to a target is wasted.

Run them in pairs or threes against a low-level party. One spider is an inconvenience, two is a real fight, three with terrain is a session-defining moment because the party suddenly has to fight in three dimensions. Giant wolf spiders are unaligned beasts, so they will absolutely break off and flee if a friend is killed and the math looks bad. Have them retreat into a tunnel mouth or up into the rafters, and if the party does not pursue, the spiders will be back the next night while watch is set.

Treat them as a pacing tool more than a threat. The CR 1/4 stat block is what the GM uses to remind the party that the dungeon has things in it that hunt at night, and that bedrolls in the open have consequences.

Cut the torches in the room before the spider drops. Players who fight at disadvantage from blind, against a creature that sees them just fine, learn to bring better light next session.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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