Spider Thief

Small construct, unaligned

Armor Class 13 (natural armor)
Hit Points 66 (12d6 + 24)
Speed 30 ft., climb 20 ft.

10 (+0) 12 (+1) 14 (+4) 3 (-4) 10 (+0) 1 (-5)

Skills Stealth +3
Damage Resistances fire
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 2 (450 XP)
Proficiency Bonus +2


  • Construct Nature. The spider thief doesn’t require air, food, drink, or sleep.
  • Immutable Form. The spider thief is immune to any spell or effect that would alter its form.
  • Magic Resistance. The spider thief has advantage on saving throws against spells and other magical effects.


  • Multiattack. The spider thief makes one Hooked Wire attack and one Sickle Claw attack, or it makes two Sickle Claw attacks.
  • Sickle Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.
  • Hooked Wire. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 15/30 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the spider thief pulls itself in a straight line up to 25 feet toward the target, stopping in the nearest unoccupied space to the target. When the spider thief moves in this way, opportunity attacks against it have disadvantage.


  • Wire Jump. The spider thief throws a hooked wire at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the wire to that point. It then reels in the wire, pulling itself to an unoccupied space within 5 feet of that point. It can bring along objects and willing creatures as long as their total weight doesn’t exceed 100 pounds. When the spider moves in this way, opportunity attacks against it have disadvantage.


This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground.

Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head.

Wire Fighters. A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that foe until the victim stops resisting or the victim escapes from the spider’s wire.

Completely Loyal. This clockwork machine follows orders from its master even if they lead to its destruction, and it fights until destroyed or told to stand down. The machine recognizes only its creator as its master.

Guild Tools. The spider thief got its name because of its ability to climb walls and to effortlessly cross gaps between buildings, making it an excellent accomplice for enterprising thieves. Some thieves’ guilds make extensive use of them, and many freelance rogues use them as partners.

Section 15: Copyright Notice

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

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