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Large monstrosity · CR 3

Phase Spider

Armor Class13
Hit Points32 (5d10+5)
Speed30 ft., climb 30 ft.
ChallengeCR 3 (700 XP)
STR
15
(+2)
DEX
15
(+2)
CON
12
(+1)
INT
6
(-2)
WIS
10
(+0)
CHA
6
(-2)
SkillsStealth +6
Sensesdarkvision 60 ft., passive Perception 10
Special Abilities
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.
Actions
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.

Running Phase Spider in an encounter

As a CR 3 threat worth 700 XP, Phase Spider is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 3 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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