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Spider

Tiny Beast, unaligned

CR 0

10 XP

AC: 12
HP: 1 (1d4-1)
Speed: walk 20 ft. , climb 20 ft.
Skills: Stealth +4
Senses: darkvision 30 ft., passive Perception 12
Languages:
STR
2
-4
DEX
14
+2
CON
8
-1
INT
1
-5
WIS
10
+0
CHA
2
-4

Special Abilities

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.

Actions

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.

Quick Reference

Challenge: CR 0
Type: Beast
Size: Tiny
Alignment: unaligned
Best for party of 4 at level 1

Running This Encounter

Spiders are best used as atmospheric elements or minor hazards rather than serious combat threats. Swarms of 4-8 spiders can pose danger to low-level parties through action economy and repeated attack rolls. Use them to create tension in dungeon exploration, web-filled ruins, or forest encounters. They work well as surprise encounters or complications during travel.

Combat Tactics

Spiders use their web sense to detect vibrations and coordinate simple ambush tactics. They attempt to swarm isolated party members, focusing attacks on characters with low AC or Constitution.

Environment & Setting

Spiders thrive in webs strung across caves, cellars, abandoned buildings, and dark forest areas. Web-filled terrain provides excellent cover and ambush points for coordinated spider packs.