Fiendish Giant Spider 5E DnD

Hello zoologists of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 81st episode of our beast series. Today we’re talking about the fiendish giant spider dnd. Which sounds terrifying, just terrifying stuff of nightmares. This creature is considered to be cr one half and it nets you 100 experience points on a kill. And it is found in the out of the abyss module.

Which our book technically i guess adventure out. The out of the abyss of adventure there we go. It’s really good, like really, really really good. Like if you’re a druid and you have access to the cr 1/2 out of your way to discover this thing. Just do it, just go out i don’t care what you go to do what kind of a deal you got to make. I don’t care if it ends with you taking some levels in warlock i really don’t it’s worth it 100% worth it. It’s really good, here i’ll just show you let’s take a look at its stats here. Also check out our comparision article between armor of shadows vs fiendish vigor.

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DnD 5E Fiendish Giant Spider Stat Block

  • Type: Medium beast, unaligned
  • Armor Class: 13
  • Hit Points: 11 (2d8 + 2)
  • Speed: 40 ft., climb 40 ft.

So the fiendish giant spider is considered to be a medium beast that is unaligned. AC of 13, 11 hit points calculated by rolling 2d8 and adding  2 to that. It has a walk speed of 40 feet and a climb speed of 40 feet. Climb speed very nice by the way very nice. Especially with another trait it has and i’ll go over that in a couple minutes here. Now let’s take a look at its actual stats here.

DnD 5E Fiendish Giant Spider Stats

  • STR: 12 (+1)
  • DEX: 16 (+3)
  • CON: 13 (+1)
  • INT: 3 (-4)
  • WIS: 12 (+1)
  • CHA: 4 (-3)
  • Skills: Perception +3, Stealth +5

You’ll notice its dexterity is something to be marveled at plus three to dex and its skills gets you an extra plus three to perception and a plus five to stealth very nice stuff! Under senses you’ll see a blindsight up to 10 feet which is amazing, darkvision up to 60 feet which is also amazing and as passive perception of 13 which you know isn’t terrible. Now let’s move on to its resistances and immunities. That’s right, it’s got those. It’s really caught those. You can also read giant spider 5e.

Resistances And Immunities

  • Damage Resistances: Cold, Fire, Lightning
  • Damage Immunities: Poison
  • Condition Immunities: Poisoned
  • Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
  • Languages:
  • Challenge: 1/2 (100 XP)

Under damage resistances you’ll see a cold, fire and a lightning. Under damage immunities you’ll see poison. And under condition immunities as you probably expect is poisoned as well. Now if you think that’s it…you’re wrong and this is part of the reason i was trying doing this is it just does so much. Let’s move on to its other traits.

Other traits

  • Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

This includes hanging upside down by the way. So you can literally just climb on ceilings like it’s no big deal which once again absolutely terrifying like the stuff of nightmares. But really beneficial in terms of getting those surprise rounds in right. Now you also have websense which is awesome as well.

  • Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Now how much webbing can you produce…yeah you know up to the dm…i don’t really know how you’re gonna do it. I guess roll for it d20. Each one gets you like a foot of web…i don’t know maybe that’s too much however you want to do it though, let me know down beneath in the comment section. And you also get web walker which is kind of self-explanatory.

  • Web Walker: The spider ignores movement restrictions caused by webbing.

Which is pretty pretty cool, it’s safe to assume that webbing would be considered difficult terrain towards anything else. You could probably fashion traps out of it as well. If you have enough survival or if remember if your party is enough survival or however your DM wants to rule that, let them decide it’s one of those things that kind of stretches the limitation of what this thing might be able to do. Now let’s move on to its actions here.


Luckily it only has one attack, however unfortunately that attack does quite a bit. So it’s just a bite, it’s considered to be a melee weapon attack plus three to hit, reach of five feet, it can only target one creature and deals four piercing damage on a hit initially and that’s calculated by rolling one d6 and adding one and the target must make a dc 11 constitution save. Also read fiendish flesh golem 5e stats.

Taking a seven poison damage on a fail or half as much on a success. That seven damage is calculated by the average of rolling 2d6 by the way just so you know. If the poison reduces the target to zero hit points, the target is stable but poisoned for one hour, even after regaining the hit points and is paralyzed well poisoned in this way.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) 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.

Now if you’re not super familiar with paralyzed condition basically it’s kind of like incapacitated only every attack against them so long as it hits which they all should is considered to be a critical hit. So lots of damage, really just a disgusting amount of damage. Don’t miss this phase spider 5e.

Needless to say this is a pretty good thing to make poisons out of, it’s also a really good thing if you’re trying to do like capturing themed missions, really nice especially when you can’t really kill them or you want to interrogate them afterwards, it just puts you in a really great spot.

So once again if you’re a druid, i don’t care what you got to do, figure out how to get access to the fiendish giant spider it’s well worth it. It doesn’t have a fly speed but outside of that it’s pretty much perfect. You can also check out dnd 5e fiendish giant spider spells.

Especially if you’re dealing with a lot of kind of dungeon themed mobs with a lot of traps and things of that nature. That poison immunity is really going to help you out in a way that a lot of people won’t, so it’s really nice. That’s the point.

If you’re a DM and you’re planning on using this in your game. You know just go nuts with it. Seriously this isn’t as far as i can tell a huge threat to most combatants or most pcs. So long as they can make the constitution save and so long as they don’t get poisoned and dragged off, it should be a relatively easy mob for them to handle.

The AC isn’t super crazy, its health isn’t super crazy and large enough groups i could see these things being a huge problem, but the best way to deploy them is probably through stealthier means really take advantage of their stealth bonus really take advantage of their darkvision and really take advantage of web sense.

Those are all great way to go and they would go a long way into building an atmosphere as well. So yeah it’s really nice, i like it. Also check out this giant wolf spider 5e.


Yeah! That’s going to be about it for this article, i hope you have a great great day and i hope your research into the other beast goes just fine. That being said, happy adventuring everyone.

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