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: +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).
How giant spiders fight
A giant spider is a Large, CR 1 beast with 26 hit points and AC 14. Its bite hits at +5 for 1d8 + 3 piercing, and the target makes a DC 11 Constitution save or takes 2d8 poison damage (half on a success). If that poison drops a creature to 0 hit points, it’s stable but poisoned and paralyzed for an hour, even if healed: the spider is saving it for later.
Its other weapon is Web (recharge 5–6): a ranged attack out to 60 feet that restrains the target until it bursts free with a DC 12 Strength check as its action, or someone destroys the webbing (AC 10, 5 hit points, vulnerable to fire). Spider Climb lets it walk on ceilings, Web Walker ignores webs, and Web Sense tells it exactly where anyone touching its web is.
Running giant spiders at the table
Web first, bite second. A restrained creature attacks with disadvantage, and the spider has advantage against it.
Fight from the ceiling. Hanging overhead keeps it out of reach of most melee characters and makes the party look up.
Build the lair. Webs across a cave or forest trail work like a trap and an alarm. Treat thick webbing as difficult terrain, and let fire clear it.
Drag away the paralyzed. A spider that drops a character takes it back to its lair. That turns a lost fight into a rescue.
Common questions
How do you escape a giant spider’s web?
Use your action for a DC 12 Strength check to burst the webbing. An ally can also destroy it: it has AC 10 and 5 hit points, is vulnerable to fire, and is immune to bludgeoning, poison and psychic damage.
What happens if the giant spider’s poison knocks you out?
If the poison damage reduces you to 0 hit points, you’re stable, not dying, but poisoned for 1 hour even after regaining hit points, and paralyzed as long as that poison lasts. Lesser Restoration ends the poisoned condition, and the paralysis with it.
Can a druid Wild Shape into a giant spider?
Yes. It’s a CR 1 beast with only a climbing speed, so a Circle of the Moon druid can take its form from 2nd level, and any druid from 8th. The web and Spider Climb come with it.
How hard is a giant spider fight?
CR 1, worth 200 XP. For four 1st-level characters, one is Medium and two are Deadly by the Dungeon Master’s Guide’s encounter math. At 3rd level, two are only Medium.
Can a giant spider see in the dark?
Yes, darkvision 60 feet and blindsight 10 feet, so it fights normally in its dark lair.
CR 1/2. Hundreds of ordinary spiders that fill a space and bite whoever is in it.
How many giant spiders for a fight?
A giant spider is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many giant spiders fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
1
1
2
2nd
2
3
4
3rd
3
4
8
4th
5
7
10
5th
10
12+
12+
6th
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the giant spider compares at CR 1
Against the 24 other challenge 1 monsters in the SRD 5.1, the giant spider has more hit points than 9 of them, which makes it a little frailer than most at its CR. See every CR 1 monster.
Statistic
Giant Spider
CR 1 average
Armor Class
14
12.8
Hit points
26
28
Best attack bonus
+5
+4
Best save DC
11
11
Giant Spider 2024 stat block
The 2024 Monster Manual revised the giant spider, and the SRD 5.2 carries the new stat block. What changed:
Gone from it: Web Sense.
Armor Class
14
Hit Points
26 (4d10 + 4)
Speed
30 ft., climb 30 ft.
Challenge
1 (200 XP)
STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
12 (+1)
2 (-4)
11 (+0)
4 (-3)
Senses
darkvision 60 ft., passive Perception 14
Languages
None
Traits
Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.
Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).