Werespider (5e Creature)

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Werespider[edit]

Medium humanoid (human, shapechanger), neutral evil


Armor Class 13, 14 (natural armor) in spider or hybrid form
Hit Points 104 (16d8 + 32)
Speed 30 ft. (30 ft., climb 30 ft. in spider or hybrid form)


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2, Stealth +7
Proficiency Bonus +2
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses blindsight 10 ft. (spider or hybrid form only), darkvision 60 ft., passive Perception 12
Languages Common (can't speak in spider form)
Challenge 4 (1,100 XP)


Shapechanger. The werespider can use its action to polymorph into a spider-humanoid hybrid or into a Large spider, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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.

Spider Climb. The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense (Spider or Hybrid 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 (Spider or Hybrid Form Only). The werespider ignores movement restrictions caused by webbing.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The werespider makes three attacks, only one of which can be a bite.

Bite (Spider or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (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. If the target is a humanoid and fails its Constitution saving throw, it is cursed with werespider lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.

Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Web (Spider Form Only; 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).


As we fought our way through the werespider den, we found the cavern where the captives we were hired to free were kept. They were tightly wrapped in webbing that left only their heads exposed, but I cut them free quickly enough with my blades.
—Phym Dewleaf, half-elf ranger

Werespiders are aggressive lycanthropes that like ambushing and poisoning victims, striking with daggers or their own razor-sharp claws. In humanoid form, a werespider is very hairy and has unusually long legs. In battle, a werespider prefers to enter spider form to fling webs at troublesome prey or prey attempting to escape, but it typically fights in hybrid form. Though a werespider gains four additional limbs when it enters its hybrid form, it can only use these limbs to simply manipulate its environment and climb, and cannot use them for fine manipulation or to carry weapons. Werespiders can commonly be found in large groups underground or in other dark places, as they dislike sunlight.

Characters as Werespiders

The character gains a Dexterity of 16 if his or her score isn't already higher, and a +1 bonus to AC while in spider or hybrid form (from natural armour). Attack and damage rolls for the natural weapons are based on whichever is higher of the character's Strength or Dexterity.

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