Great Spiders display their dreadful heritage much more prominently than the lesser Attercops. They are gigantic in size, sometimes as big as horses or greater, but their soft, flexible bodies enable them to hide in surprisingly narrow passages. While they can always be described as monstrous spider creatures, their features often differ from one individual to another: the number and appearance of their legs and eyes may vary, for instance — some are supported by long and thin stalks, others move about on strong and hairy limbs ending in claw-like appendages, some spy from the dark with clustered eyes, and others follow their prey with bulbous, many-windowed eyes.
Regardless of the details, Great Spiders are always a terrifying sight.
Armor Class: 14 (natural armor)
Hit Points: 4d10 + 4
Speed: 30 ft., climb 30 ft.
STR 14 (+2) DEX 16 (+3) CON 12 (+1) *INT* 2 (-4) *WIS* 11 (+0) CHA 4 (-3)
Skills: Stealth +7
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10
Challenge: 1 (200 XP)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 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.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).