Web Walker. The Arachnopent ignores movement restrictions caused by sticky webbing.
Tight Hold. If the Arachnopent Hatchling has a target constricted for two rounds, the target begins to suffocate and blood flow is reduced around the neck. The constricted target must make a DC 14 Constitution saving throw at the beginning of the third round. The DC increases by one for each round after the third. The target falls unconscious after three failed saves.
Maturation. If the Arachnopent Hatchling lives within a creature, living or dead, for 5 days, it will begin to claw its way out and emerge as an Arachnopent Adolescent. The creature, if living, must make a DC 16 Constitution saving throw, dropping to 0 hit points and immediately fails one death saving throw on a failure. On a successful save, the creature takes 16 (4d8) piercing damage. At any point prior to its maturation, the Arachnopent Hatchling can be destroyed from within by use of Lesser Restoration or similar magic.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (2d4 +2) piercing damage. On a hit, the target must make a DC 15 Constitution saving throw. On a fail, the target takes 1d6 poison damage and are considered poisoned. On a success, the target takes half as much and is not poisoned.
Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 2) bludgeoning damage and the target is blinded as the Arachnopent Hatchling wraps its tail around the target's neck and covers its face. The target may use their action to attempt to wrench the Arachnopent from its neck by succeeding on a DC 16 Strength check. Upon a successful constrict action, the Arachnopent may make a bite attack at advantage.
Burrow. As an action, the Arachnopent Hatchling may crawl into an unconscious creature's mouth and burrow into its body. So long as the Arachnopent Hatchling is inside the body of a living creature, that creature is considered to have one point of exhaustion that cannot be removed until the Arachopent is removed or killed.
Slippery and Slithery. If a creature within five feet of the Arachnopent makes an attack against it, it may choose to swiftly move up to five feet away without provoking an attack of opportunity, avoiding the attack. This must be declared before the result of the roll is known. If it has a creature grappled via its constrict attack, that creature is no longer considered grappled.
Description
Taking to dark, cool places, the Arachnopent seems to share most of its ambitions with the arachnid side of its heritage. One can often be found in dense forests, mountain-side caverns, the depth of the Underdark, and various places of the like.
The exact origins of the Arachnopent are unknown, it appears to be some horrible experiment gone wrong ... or gone right, depending on the goals. What is known about these creatures is that they are not under anyone's, or anything's, control.
There are many ideas as to how this creature came into being. The prevailing theory is that a Yuan-ti magister was attempting merge qualities of other beings into their own species to further enhance the abilities of their tribe. Another thought is that the Mind Flayers were dabbling in some sort of horrid experiment to make new guardians for the Elder Brain. Still others believe that the creatures could be the work of a higher being, or the joint efforts of two like the Spider Queen and the Cloaked Serpent as an attempt to stave off the advances of the Chained Oblivion.
Regardless of the truth, they appear to answer to nothing any longer - if they ever did to begin with.
Previous Versions
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11/8/2018 3:15:30 PM
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3
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1.0
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11/8/2018 4:35:25 PM
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4
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0
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1.1
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Coming Soon
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