Size:
Large
Type:
Magical Beast
Form:
arachnid
Temper:
predatory
# App:
1d6
Lair:
Diet:
Combat Dice: 0
Hit Points: 25 + 1d10
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Special
Ethereal Jaunt
As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Special
Spider Climb
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Special
Web Walker
The spider ignores movement restrictions caused by webbing.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
10 (2d6+7 plus

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
z
Ethereal Ambush A phase spider that attacks foes on the Material Plane in a surprise round can take a Ethereal Jaunt Poison full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Special
zz
A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action).
Special
zzz
Bite-injury; save Death; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Ability Focus (poison)
Action
Feat 2
Improved Initiative
Action
Feat 3
Skill Focus (Stealth)
Action
Melee 1
bite +10 (2d6+7 plus poison and grab)
Special
Ethereal Ambush (Ex)
A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Special
Ethereal Jaunt (Su)
A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Special
Poison (Ex)
Bite-injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
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.
5e SRD