Spiderhaunt Monsters and People

Ettercap

Medium monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1)
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages --
Challenge 2 (450 XP)
Spider Climb. The ettercap 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 ettercap knows the exact location of any other creature in contact with the same web.
Web Walker. The ettercap ignores movement restrictions caused by webbing.
Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.


Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests. Fine strands of silk stream from glands in an ettercap's abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair.
Quiet Killers. When travelers and explorers venture into an ettercap's territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite. Sylvan Despoilers. Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators.
Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps' victims. Enemies of the Fey. Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad's tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent, .c reatures themselves.


Ogre

Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or _Ranged Weapon Attack:__ +6 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit: 11 (2d6 + 4) piercing damage.

Spider

Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
2 (−4) 14 (+2) 8 (−1) 1 (−5) 10 (+0) 2 (−4)
Skills Stealth +4
Senses darkvision 30 ft., passive Perception 10
Languages --
Challenge 0 (10 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.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Giant Spider

Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3)
Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages --
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.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make 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).
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.

Giant Wolf Spider

Medium beast, unaligned
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3)

Skills Perception +3, Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages --
Challenge 1/4 (50 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.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) 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.
Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.


Swarm of Spiders

Medium swarm of tiny beasts, Unaligned
Armor Class 12 (Natural Armor) Hit Points 22 (5d8) Speed 20 ft., climb 20 ft.
STR 3 (-4) DEX 13 (+1) CON 10 (+0) INT 1 (-5) WIS 7 (-2) CHA 1 (-5)

Damage Resistance Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 10 Ft., passive Perception 8
Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Spider Climb. The swarm 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 swarm knows the exact location of any other creature in contact with the same web.
Web Walker. The swarm ignores movement restrictions caused by webbing.
Bites (swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space.
Hit: (4d4) piercing damage.
Bites (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) piercing damage.

Chitine

Small monstrosity, chaotic evil
Armor Class 14 (hide armor)
Hit Points 18 (4d6+4)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
10 (0) 14 (+2) 12 (+1) 10 (0) 10 (0) 7 (-2)
Skills Athletics +4, Stealth +4
Senses darkvision 60 ft.
Languages Undercommon
Challenge 1/2 (100 XP)
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Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.
Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
Web Walker. The chitine ignores movement restrictions caused by webbing.
Multiattack. The chitine makes three attacks with its daggers.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Giant Jumping Spiders

Medium beast, unaligned
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3)
Skills Perception +3, Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages --
Challenge 1/4 (50 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.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) 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.
Smaller than a giant spider, a giant jumping spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.
Jumping: It is particularly feared as it has the ability to jump 20' twice in a round to its 40' max.