
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to this specific lycanthrope.
Werespider. A character that becomes a werespider gains a Dexterity of 18 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 bite are based on whichever is higher of the character’s Strength and Dexterity. You gain the following abilities:
- 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. 1d6 + Dex/Str piercing damage. Additionally, the target must make a DC 11 Constitution saving throw, taking 2d6 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.

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