Jumping Spider - DnD 5e Hombrew Monster
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Giant Jumping Spider
Tiny beast, unaligned
Giant Jumping spiders are small (approx. 1ft diameter) but surprisingly effective hunters found in forests, ruins, caves, and even urban environments. Unlike web-spinning ambush predators, they actively stalk prey using their exceptional eyesight before launching themselves in a sudden explosive leap.
Before every jump, a jumping spider anchors a silken dragline to its perch. This safety line allows it to stabilize its leap, slow its descent, and recover from failed attacks. Adventurers often notice abandoned draglines hanging from ceilings, branches, and dungeon walls long before they notice the spiders themselves.
Their venom is relatively harmless to larger creatures but contains a potent sleep-inducing toxin that quickly subdues small prey.
Jumping spiders typically live in silken retreat sacs attached to walls, ceilings, tree branches, or rocky overhangs.
Giant Jumping Spider
Tiny beast, unaligned
Armor Class 13
Hit Points 5 (2d4)
Speed 20 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (-4) | 16 (+3) | 10 (+0) | 1 (-5) | 14 (+2) | 2 (-4) |
Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., Passive Perception 14
Languages —
Challenge 1/8 (25 XP)
Exceptional Vision
The jumping spider has advantage on Wisdom (Perception) checks that rely on sight.
Spider Climb
The spider can climb difficult surfaces, including ceilings, without needing to make ability checks.
Dragline Safety
Whenever the spider jumps, it leaves a silken dragline attached to its starting point. If the spider falls or misses a jump, it will immediately attempt to move back to its starting position at climbing speed without taking falling damage. The dragline can support only the spider's own weight.
Standing Leap
The spider's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 hit point piercing damage plus venom.
The target must succeed on a DC 11 Constitution saving throw or become Drowsy. A Drowsy creature has disadvantage on initiative rolls and Wisdom (Perception) checks. If a Drowsy creature fails a second saving throw against the spider's venom before the effect ends, it falls Unconscious for 1 minute or until it takes damage.
The creature repeats the saving throw at the end of each of its turns.
Enormous Jumping Spider
Medium beast, unaligned
Some jungle and cavern-dwelling species grow to the size of large dogs and become formidable ambush predators.
Armor Class 14
Hit Points 27 (5d8+5)
Speed 30 ft., climb 30 ft.
Challenge: 1 (200 XP)
Exceptional Vision
The giant jumping spider has advantage on sight-based Perception checks and cannot be surprised by creatures it can see.
Dragline Recovery
When the spider misses with a leap attack, it may move up to half its climbing speed without provoking opportunity attacks as it retreats along its dragline.
Standing Leap
The giant jumping spider can leap up to 60 feet horizontally or 30 feet vertically.
Actions
Leaping Bite
Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: (1d8+2) piercing damage plus (1d6) poison damage.
If the spider moved at least 20 feet toward the target before the attack, the target must succeed on a DC 13 Constitution saving throw or become Drowsy. A Drowsy creature that fails a second saving throw before the effect ends falls Unconscious for up to 1 minute. In addition the leaping bit has a chance to knock the target prone. Resolve s Shove attack to determine success.
Standing Bite
Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: (1d6) piercing damage plus (1d6) poison damage.
After a leaping bite attack, the spider can remain rather than retreating on it's dragline. As with the leaping bite, the target must succeed on a DC 13 Constitution saving throw or become Drowsy. A Drowsy creature that fails a second saving throw before the effect ends falls Unconscious for up to 1 minute.
Tactics
Jumping spiders are surprisingly intelligent hunters for beasts.
They typically:
-
Observe prey for several minutes before attacking.
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Leap from above whenever possible.
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Use draglines to retreat after failed attacks.
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Target isolated or sleeping creatures.
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Retreat into their silken sacs if seriously threatened.
Because they rely on vision rather than webs, they are often encountered in open areas where they can watch potential prey from a distance.
Many adventurers never see the attack coming until a spider suddenly appears on their shoulder after leaping thirty feet from a nearby wall.