Spider, Ghostwalk

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 Dexterity +9, Wisdom +6
Skills Perception +6
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
Languages understands Undercommon but can’t speak
Challenge 9 (5,000 XP)

Special Traits

  • Ghostwalk. As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn’t end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following abilities. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies.
    • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons
    • Condition Immunities paralyzed, petrified, prone, restrained, stunned
  • Incorporeal Movement (During Ghostwalk 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 ghostwalk spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Walker. The ghostwalk spider ignores movement restrictions caused by webbing.


  • Multiattack. The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider’s bite and poison do half damage to targets that aren’t affected by Ghostly Snare (see below).
  • Ghostly Snare (During Ghostwalk Only, Recharge 5-6). Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5).
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.