Spider, Ghostwalk

Family: Insects Rodents & Vermin

Large monstrosity, neutral evil

Armor Class 15
Hit Points 119 (14d10 + 42)
Speed 50 ft., climb 50 ft.

15 (+2) 20 (+5) 17 (+3) 9 (-1) 14 (+2) 8 (-1)

Saving Throws Dex +9, Cha +3
Skills Perception +6, Stealth +9
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 60 ft., passive Perception 16
Languages understands Undercommon but can’t speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4


  • Ghostly Body (Ghostwalk Form Only). The ghostwalk spider has resistance to acid, cold, fire, lightning, and thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it has immunity to the grappled, paralyzed, petrified, and restrained conditions.
  • Incorporeal Movement (Ghostwalk Form Only). The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • 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.


  • Multiattack. The ghostwalk spider makes one Bite attack and one Ghostly Snare attack, or it makes two Bite attacks.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the ghostwalk spider is in its true form, the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.
  • Ghostly Snare (Ghostwalk Form Only, Recharge 4–6). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: The target is restrained by invisible webbing. While restrained in this way, the target is invisible. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; immunity to bludgeoning, poison, and psychic damage).


  • Ghostwalk. The ghostwalk spider magically takes on a ghostly form or returns to its true, tangible form. Its statistics are the same in each form. Any equipment it is wearing or carrying becomes ghostly with it. It reverts to its true form if it dies.


A pasty-white spider the size of a horse slinks through the shadows. It fades from sight with a ghostly blue shimmer.

Ghostwalk spiders are malevolent hunters that sprang from misguided experiments on phase spiders. They are spindly, emaciated things all but devoid of color. The spider is 8 feet in diameter (including legs) and weighs 500 pounds.

Phantom Webs. Ghostwalk spiders spin ephemeral webs in secluded areas. They spend most of their time stalking prey to paralyze and drag back to their phantom web. As long as these remains lie tangled in ghostly webs, they go unnoticed by most creatures, but the spiders eventually cast old kills aside. Adventurers are wise to fear empty caves containing unexplained, desiccated remains.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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