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.
War Magic. When the Arachne uses its action to Cast a spell, it can make one weapon attack as a bonus action.
Spellcasting. The Arachne is a 17th level spellcaster. its spellcasting ability is Intelligence (Spell Save DC 16 +8 to hit with spell attacks). it regains all Spell slots when it finishes a long rest. the Arachne knows the following Wizard spells.
Cantrips (At will): Sword Burst, Lightning Lure, Booming Blade
1st level (4 slots): Absorb Elements, Shield, Thunderwave, Color Spray
2nd level (3 slots): Arcane Lock, Shatter, Darkness
3rd level (3 slots): Counterspell, Glyph of Warding, Wall of Sand
Multiattack. The Arachne can make two attacks. one with its bite and one with its Longsword. it can replace one of these attacks with its web.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (1d10+5) Force damage.
Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage plus 15 (2d10+5) poison damage. On hit target must make a DC 15 Constitution saving throw or be cursed with the Arachne curse.
Web. Ranged Weapon Attack: +7 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 16 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).
Dexterous legs: The Arachne can take the Dash and disengage actions as a bonus action.
Tunnel Fighting. the Arachne can enter a defensive stance that lasts until the start of Its next turn. While in your defensive stance, it can make opportunity attacks without using it's reaction, and it can use it's reaction to make a melee attack against a creature that moves more than 5 feet while within it's reach
Intercept: the monster Intercepts an attack made against a friendly creature within 5 feet of it. The damage is that attack is reduced by 1d10+7 (minimum of 0 damage). To preform this reaction the monster must be wielding a melee weapon or a shield
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.
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