14 in humanoid form, 15 in spider or hybrid form
71 (11d8 + 22)
30 ft. (climb 30 ft. in spider or hybrid forms)
Perception +3, Stealth +10
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
blindsight 10 ft., darkvision 60 ft.
Common (can't speak in spider form)
5
The werespider can use its action to morph into a spider-humanoind hybrid or into a giant 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.
The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web.
The werespider ignores movement restrictions caused by webbing.
The werespider makes two attacks, one of which can be a bite attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 13 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, it must succeed on a second DC 13 Constitution saving throw or be cursed with werespider lycanthropy.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 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).