Werespider

Humanoid cursed to shapeshift into an intelligent giant spider.

Hit Dice 3* (13hp)
Armor Class 13 (10 in humanoid form)
Attacks +2: 1 @ 1d6 (bite) + poison or 1 @ 1d8 (sword or other weapon)
Movement 20โ€™ / 40โ€™ on web
Saving Throws D13 W14 P13 B16 S15 (W3)
Morale 7
Alignment Neutral
XP 50
  • When bit, victim must Save vs Poison or die in 1d6 rounds (arcane spellcasters get +2 to save).

Werebeast

  • Immune to damage from mundane, non-silver weapons.
  • When hit with wolfsbane, must Save vs Poison or flee, as with the Scare spell.
  • While not in contact with silver or wolfsbane, heals 1 hp at the end of each combat round in which they take no damage.
  • Capable of shifting between (natural) humanoid form, animal form, and a hybrid form.
    • Takes one combat round to shift form, can attack as new form at end of round.
    • Must change into and remain in hybrid or animal form during a full moon.
  • Cannot wear armor, as it limits their ability to shapeshift.
  • Cannot use beak, bite, claw, or talon attacks when in humanoid form.
  • Humanoid form usually retains some characteristics from animal form.
  • While in animal form, can only speak with animals of that type (unless otherwise noted).
  • Cannot use weapons while in animal form.
  • May summon 1d2 animals associated with their animal form from the surrounding area.
    • Animals arrive in 1d4 rounds.
  • When killed in animal or hybrid form, reverts to humanoid form.
  • Can smell other werebeasts.
  • Some animals can smell werebeasts, and are afraid of them.

Infection

When a humanoid loses more than 1/2 of their max hit points from the natural attacks of a werebeast (ex: bite or claw), they must Save vs Poison or become infected with therianthropy.

  • The disease takes 2d12 days to fully infect, with signs of infection appearing halfway through.
  • Humanoids become the same type of werebeasts (and are typically run by the referee, at least while transformed).

Hybrid Form

Appears as large, hump-backed spider with 4 eyes, and 2 front limbs that end in flexible digits.

  • The front limbs can be used for tools, weapons, or spellcasting.

As Spellcasters

Have a natural inclination towards magic, and are often capable of casting spells.

  • Spells can only be cast when in humanoid or hybrid form.
  • Spellcasting werespiders get one (or more) additional * when calculating XP.

At Higher Levels

Higher-Level werespiders
HD HP AC Atk Mod XP
4* 18 13 / 10 +3 125
5* 21 14 / 11 +4 225