Large Monstrosity, Chaotic Neutral
Armor Class 17 (Half plate)
Hit Points 150 (20d10 + 50)
Speed 30 ft., Climb 40 ft.
STR
16 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +6, WIS +7
Skills Arcana +6, Intimidation +7
Damage Vulnerabilities Cold
Damage Resistances Poison
Damage Immunities Psychic
Condition Immunities Poisoned
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 18
Languages Common, Deep Speech, Telepathy 120 ft, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Arachnid Ancestry. The Arachne has advantage on saving throws against being Charmed, and magic can't put the Arachne to sleep.

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

Web Walker. The Arachne ignores movement restrictions caused by webbing.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Focus. The Arachne Has Focus Points and Starts with 0, The Templar Gains 1 Focus Point every time it hits a creature with a critical hit, Succeeds a saving throw against a spell or magical effect or a creature Misses it with an attack. the Templar gains a plus 1 bonus to attack a damage rolls with weapon attacks for each Focus point it has to a maximum of plus 3. if the Templar Reduces a creature to 0 hit points, it gains 6 Focus points. the Templar can have a maximum of 6 focus points and is reduced back to 0 at the end of a short or long rest. it can also spend these points in Various ways. (See Bellow) 

Guarded mind. While under the Effects of the Charmed or frightened conditions, the Templar can spend 1 Focus to immediately end the effect on itself (No action required)

War magic. When the Arachne uses its Action to Cast a Spell, it can make one weapon attack as a bonus action

Innate Spellcasting (Psionics). The Arachne's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: Jump, Misty step, Nondetection (self only)

1/day each: Telekinesis, Teleport

 Spellcasting. The Arachne is an 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17,+9 to hit with spell attacks). it regains all expended spell slots at the end of a long rest. The Arachne has the following wizard spells prepared:

Cantrips (at will): Thunderclap, Eldritch Blast, Lightning lure, Booming Blade

1st level (4 slots): Catapult, Sleep, Hex, Identify

2nd level (3 slots): Detect Thoughts, Hold person, Tasha's mind Whip

3rd level (3 slots): Hypnotic pattern, Tiny Hut, Pulse wave

4th level (3 slots): Fire shield, Resilient Sphere, Wall of fire

5th level (1 slot): Wall of force

 

 
Actions

Multiattack. The Arachne can make Three attacks. two with its Psionic Blades and One with its bite. it can replace the bite attack with a web attack

Psionic Blades. Melee weapon attack +9 to hit, reach 5 ft, one creature, Hit: 10 (1d12+4) Psychic damage. 

Volt (Spends 1 or more Focus). Ranged Spell Attack, +9 to hit, range 60ft, one target. Hit: 4d6 lighting damage. If 2 or more focus points were spent, the volt chains to another creature within 30 feet of the target, making a new attack roll against this target. This can repeat an amount of times equal to the extra focus points spent.

Bite. Melee Weapon Attack:+7  to hit, reach 5 ft., one creature. Hit: 10 (1d20) piercing damage plus 10 (2d10) poison damage. On hit target must make a DC 15 Constitution saving throw or be cursed with the Arachne curse.

Web. 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).

 

Bonus Actions

Dexterous legs: The Arachne can take the Dash and disengage actions as a bonus action.

 Invert (Spends 1 Focus). The Templar chooses one creature within 60 feet of them that they know the location of, and psionically teleports, swapping places with that creature. An unwilling creature can make a DC 15 Charisma saving throw to resist this effect, nullifying it on a successful save.

Reactions

Rebound. Whenever the Templar is targeted by a line spell, magic missile spell, or spell that requires an attack roll, the Templar can spend 1 or more Focus points, allowing the Templar to absorb the effect and redirect a part of the spells magic. The spellcaster must make an Intelligence saving throw with a DC of 12 plus the number of focus points spent. If the caster fails this saving throw, the spell has no effect, and the caster takes psychic damage equal to 4 times the number of focus points spent.

Description

Arachne are a race of creatures with a humanoid upper body but the body of a spider from the waist down. they often dwell in clans often being underground or even in the underdark if need be. 

A Cursed Venom. When an Arachne curses someone (See potential ways of being cursed above) the Curse victim will start feeling different and changing. they may no longer struggle when climbing through webbing. they may have an odd liking for weaving or maybe they often hiss at anyone or anything hostile. later symptoms could be an odd love for the dark. growing or shrinking in size. gaining a fanged maw. after a full sleep with this curse the victim will wake up to their body changed into an Arachne form, or in the worse of cases they wake up during the transformation.

All Hail the Matriarch. Arachne serve under a Matriarch system. the strongest one of each clan is known as the Matriarch. these are the leaders of each clan and those under them will obey without Question. if one such Arachne is Brave and strong enough they may Challenge the Matriarch for the throne. 

 
 
puppeterr213

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