DnD 5E Fiendish Giant Spider Monster

Hello zoologists of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 80th episode of our beasts series. This beast in particular has been a real pain in my neck for such a long time now and you’ll see why in a little bit, it’s pretty obvious but.

Today we’re talking about the dnd 5e fiendish giant spider monster 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 cr:1/2(100xp). 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 one halfs go 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 go to make, i don’t care if it ends with you taking some levels in warlock. I really don’t, its worth it. I’ll just write it down for you, let’s take a look at its stats here.


So the Fiendish Giant Spider is considered to be a medium beast, that is unaligned. AC of 13 and 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 very nice especially with another trade it has and i’ll go over that in a couple minutes here.

  • Type: Medium Beast, Unaligned
  • AC: 13
  • HP: 11(2d8+2)
  • Speed: 40ft., climb 40ft.

Taking a look at its stats here. You’ll notice its dexterity is something to be marveled at +3 to dex and its skills gets you an extra +3 to perception and a +5 to stealth. Very nice stuff.

  • STR: 12(+1)
  • DEX: 16(+3)
  • CON: 13(+1)
  • INT: 3(-4)
  • WIS: 12(+1)
  • CHA: 4(-3)

Under senses you’ll see a blindsight up to 10 feet which is amazing, dark vision up to 60 feet which is also amazing and a 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.

Resistances & Immunities:

  1. Damage Resistances: You’ll see a cold, fire, lightning.
  2. Damage Immunities: You’ll see poison.
  3. 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 dreading doing this is it just does so much. Let’s move on to its other traits.

Other Traits

Spider Climb: A spider climb is capable to climb many more difficult surfaces 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 or nightmares. But really beneficial in terms of getting those surprise rounds in right.

Now you also have web sense: Which is awesome as well. While in the contact with a web, however the spider knows an exact location of any other creature in contact with a 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 which 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. The spider ignores movement restrictions caused by webbing.

Which is 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: +3 to hit, reach of 5feet. it can only target one creature and deals 4 piercing damage on a hit initially and that is calculated by rolling 1d6 and adding one.

The target must make a DC-11 constitution save. Taking 7 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 0 hit points, the target is stable but poisoned for one hour. Even after regaining the hit points, and is paralyzed while poisoned in this way.

  • Melee weapon attack: +3 to hit
  • Reach 5ft
  • One creature
  • Hit: 4(1d6+1) piercing damage and the target must make a DC11 CON save. Taking 7(2d6) poison damage on a fail, or half as much damage on a success. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hr, even after regaining hp, and is paralyzed while poisoned in this way.

Now if you’re not super familiar with paralyzed condition, basically its kind of like incapacitated only every attack against them. So as 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. 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. 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 as 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, it’s 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 ways to go and they would go a long way into building an atmosphere as well. Yeah! it’s really nice, i like it.


I hope you have a great day! and i hope your research into the other beast goes just fine. That being said! happy adventuring everyone.

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