Arachne by Dusk Arachne Appearance Arachne are monstrosities that possess a humanoid upper body, and the lower body of a large spider, their waist connecting to where the spider's head would have been. Different Arachne may have different types of spider bodies, with common examples being tarantulas or black widows. Arachne Names Male names: Srezax, Niru, Zaqax, Racheked, Covilrad, Irax Female names: Nirnar, Szoso, Szizo, Szerza, Sallazis, Lokna Neutral names: Erzur, Roku, Chaqil, Lessa, Rhazsa, Lasnicer Arachne Traits Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1 Age. Arachne mature at the same rate as humans, and can live up to 350 years Size. Arachne are Medium sized creatures Speed. Your base walking speed is 30 feet Spider Climb. Arachne can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check Stealthy You have proficiency in the stealth skill Web Walker. You ignore movement restrictions caused by webbing Subrace. There are five main kinds of Arachne, depending on the type of spider their lower body represents: Black Widow, Sun Spider, Huntsman Spider, Goliath Horse-eater, and Wolf Spider. Black Widow Traits Maddening Bite. Your spider fangs are a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. After successfully biting a target, you can choose to inject a special neurotoxin into their bodies. the target must succeed on a Constitution saving throw (DC 8 + Your Proficiency + Your Constitution modifier) or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). The effect lasts 1 minute. Constructs, undeads and creatures immunity to poison damage or the poisoned condition are immune to this effect. You must finish a long rest before your neurotoxin is recharged. Web Spinner. You can spin a web to cover space and turn it into difficult terrain. Creatures that attempt to pass through your spiderweb must make a dexterity saving throw (DC 8 + Your PB + Your Constitution modifier) or be restrained on your web. The web can be cleared with a source of fire or by using an action to make a Strength (Athletics) against your spiderweb DC, destroying it on a success. The web. Alternatively they can attempt to destroy the web with an attack. DC 14, 5 HP. You can produce an amount of 5 foot squares equal to your constitution modifier (minimum of 1). If you wish to created a suspended web, you must anchor it to a surface. Creating anchors cost 1/4 of the usual cost. Your spider silk replenishes on a long rest. Sun Spider Desert Runner. Your walking speed increases to 40 feet. Your climb speed remains at 30 feet. You are considered to be a creature naturally adapted to hot climates for the purposes of enduring the effects of Extreme Heat Stealthy burrower You have a 10 feet burrow speed that you can use to move through soft soil or sand. After burrowing you can attempt to make a Wisdom (Survival) or Dexterity (Stealth) check to hide your burrow. You can add double your proficiency bonus to this check, even if you are not proficient on the skill. Spider Bite. Your spider fangs are a natural weapon, which counts as a simple melee weapon with which you are proficient. You can choose to add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit.
Huntsman Spider Exoskeleton. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. Impaling Leg. Your spider legs are a natural weapon, which counts as a simple melee weapon with which you are proficient. When you hit with them, the strike deals 1d8 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Paralyzing Bite. Your spider fangs are a natural weapon, which counts as a simple melee weapon with which you are proficient. You can choose to add your Constitution modifier, instead of your Strength modifier, to the attack roll when you attack with this bite. On a hit, a creature must succeed on a Constitution saving throw (DC 8 + Your PB + Your Constitution modifier) or be paralyzed until the end of it's next turn. Constructs, undeads and creatures immunity to poison damage or the poisoned condition are immune to this effect. You must finish a long rest before you are able to use this trait again. Goliath Horse-Eater Massive Body. You count as one size larger when determining your carrying weight, your ability to grapple other creatures and the weight you can push, drag, or lift. Eerie Steed. You can equip an exotic saddle in order to carry medium creatures on the back of your spider body. Spider Bite. Your spider fangs are a natural weapon, which counts as a simple melee weapon with which you are proficient. You can choose to add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit. Wolf Spider Web Sense While in contact with a web, you know the exact location of any other creature in contact with the same web Web Spinner. You can spin a web to cover space and turn it into difficult terrain. Creatures that attempt to pass through your spiderweb must make a dexterity saving throw (DC 8 + Your PB + Your Constitution modifier) or be restrained on your web. The web can be cleared with a source of fire or by using an action to make a Strength (Athletics) against your spiderweb DC, destroying it on a success. The web. Alternatively they can attempt to destroy the web with an attack. DC 14, 5 HP. You can produce an amount of 5 foot squares equal to your constitution modifier (minimum of 1). If you wish to created a suspended web, you must anchor it to a surface. Creating anchors cost 1/4 of the usual cost. Your spider silk replenishes on a long rest. Web. You can make a special ranged attack with your web with a range of 30/60 ft. On a hit, the target is restrained by webbing. As an action, the restrained target can make a Strength check (DC 8 + PB + Your Constitution modifier), 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). You can only affect one target at a time with this attack. You can use this feature a number of times equal to your proficiency bonus (minimum of 1). If you use this feature on a surface, you can pull yourself up to 30 feet towards it as part of your action. This does not consume a use of the feature. All uses of this feature are recovered at the end of a long rest. Spider Bite. Your spider fangs are a natural weapon, which counts as a simple melee weapon with which you are proficient. You can choose to add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit. On a hit, you can also choose to inject a neurotoxin to the target. The creature must make a Constitution saving throw (DC 8 + Your PB + Your Constitution modifier) or take 2d6 poison damage. You can inject this poison a number of times equal to your proficiency bonus. Constructs and undead are not affected by your poison. You can replenish your poison after a long rest.
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