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