Free interactive D&D 5e SRD stat block

Phase Spider

Large Monstrosity, CR 3, AC 14, 45 HP. Unaligned.

Large Monstrosity, Unaligned

AC
14
Initiative
+3 (13)
HP
45 (7d10+7)
Speed
30 ft., Climb 30 ft.
ScoreModSave
STR 15 +2 +2
DEX 16 +3 +3
CON 12 +1 +1
INT 6 -2 -2
WIS 10 +0 +0
CHA 6 -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.

How to run Phase Spider

A phase spider is an ambush predator that lives in two places at once. The whole encounter design rests on Ethereal Jaunt as a bonus action, which means the spider can spend an entire fight teleporting between the Material and Ethereal planes, attacking only on its turn and then vanishing before the party can answer. Run it as a horror beat first, a combat encounter second.

The opening turn is the spider stepping out of empty air next to the wizard, biting twice at +5 for 17 average damage (8 piercing plus 9 poison), and then bonus-action Ethereal Jaunting back out of reach. If a Bite reduces the target to 0 HP, the target becomes Stable, gains the Poisoned condition for 1 hour, and is also Paralyzed for that hour. That is the part the players will remember. A downed PC is not just down, they are kidnapped, and a phase spider will drag a paralyzed body away to web up for later. Make this happen at least once, on a PC the party can probably get back.

Positioning matters because Ethereal Sight only sees 60 ft. into the other plane. The spider does not know where the cleric is if the cleric is more than 60 ft. from where the spider crossed over. The party can exploit this once they figure it out, splitting up across rooms or running into the next chamber. Spider Climb and Web Walker matter if you have set the lair full of webs, which you should: webs are difficult terrain for the party and a navigation grid for the spider, and Web Walker means the spider knows where every PC who touches a web is standing.

Phase spiders flee when Bloodied. Ethereal Jaunt is a perfect retreat tool. Disappear into the Ethereal, move 60 ft. through a wall, come back somewhere quiet to heal. They will return when the party is mid rest, and the second encounter is the harder one because the players know exactly what is coming.

Have the spider take something the party will want back. A pouch, a holy symbol, a familiar. The pursuit is more interesting than the kill.

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

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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