Phase Spider
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 30 ft., climb 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
15 (+2) |
15 (+2) |
12 (+1) |
6 (−2) |
10 (+0) |
6 (−2) |
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 10
Languages --
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.
Bite. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing
damage, and the target must make 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.
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.