Giant Trapdoor Spider

Large beast, unaligned

Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 30 ft., burrow 30 ft.

16 (+3) 14 (+2) 15 (+2) 3 (-4) 14 (+2) 3 (-4)

Skills Perception +4, Stealth +4
Senses tremorsense 30 ft., passive Perception 14
Challenge 3 (700 XP)


  • Ambusher. In the first round of combat, the spider has advantage on attack rolls against any creature it surprises.
  • Sand Camouflage. The spider makes Dexterity (Stealth) checks to hide in sandy terrain with advantage.
  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) 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.


A voyage across the desert is filled with many obstacles. The trapdoor spider is one that most explorers will never see until it’s too late.

Hidden Hideout. These monsters dig holes in the desert sand and lie in wait for any prey. It is very difficult to find the spiders once they have hidden.

Paralysis Problems. The poison injected into their victims can paralyze their prey. Once the target is immobilized the spider will attempt to eat it. Their nests are usually filled with the remains of these victims.

Noxious Nest. Giant trapdoor spiders make their nests in large underground lairs. These are not the same burrows as the holes they dig for hunting.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

This is not the complete section 15 entry - see the full license for this page