[Free] Monster of the Day - Werespider (Patreon)
Content
Werespiders can assume either the form of a giant spider or a monstrous hybrid. In human form, they are nearly indistinguishable from ordinary people, save for their unnaturally long, spindly fingers. In hybrid form, they are nightmarish creatures with multiple clustered eyes glinting above a vicious, mandibled jaw. Their bloated abdomens are covered in bristling, spindly fur, and their elongated limbs end in sharp, claw-like tips, perfect for climbing and weaving webs.
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Get the free information on the Werespider below.
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Lycanthrope, Werespider
Medium Humanoid (Lycanthrope)
Armor Class 13 or 14 (natural armor) in its hybrid or spider form
Hit Points 27 (5d8 + 5)
Speed 30 ft. (and climb 30 ft. in hybrid or spider form)
Get the werespider's ability scores by clicking here. (You must be a DMDave Patron at the Copper+ tier).
Skills Stealth +7
Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks not made with silvered weapons
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 16
Languages Common (can’t speak in spider form)
Challenge Get the werespider's Challenge Rating and XP by clicking here. (You must be a DMDave Patron at the Copper+ tier).
Special Traits
Venomous Bite and Poisoned Weapons. The werespider’s bite is venomous. A creature hit by its bite must make a DC 11 Constitution saving throw. A creature takes 9 (2d8) Poison damage and contracts werespider lycanthropy on a failed saving throw, or half as much damage and doesn’t contract lycanthropy 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.
The werespider also coats its short sword and crossbow bolts in the same poison. Weapons poisoned in this way cannot infect a creature with werespider lycanthropy.
Spider Climb (Hybrid or Spider Form Only). The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense (Hybrid or Spider Form Only). While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web.
Web Walker. The werespider ignores movement restrictions caused by webbing.
Actions
Bite (Hybrid or Spider Form Only). 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 saving throw against the werespider’s venom (see its traits).
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must make a saving throw against the werespider’s venom (see its traits).
Short Sword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a saving throw against the werespider’s venom (see its traits).
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a saving throw against the werespider’s venom (see its traits).
Web (Hybrid or Spider Form Only). Ranged Weapon Attack: +5 to hit, reach 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.
Change Shape. The werespider uses its action to polymorph into a spider-humanoid hybrid or into a Large giant spider, or back to its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.