Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Hold Breath. While out of water, the spider can hold its breath for 10 minutes.
Water channels. The spider breathes through a water structure similar to the airways in bugs. If these are frozen, the creature starts asphyxiating.
Hive Mind. The spider is psychically linked to a Waterweave Arachnid Queen.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 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. The spider can also attempt a grapple (DC 12), foregoing the poison damage.
Water Web (Recharge 5–6). 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 lightning and cold damage; resistance to fire damage; immunity to bludgeoning, poison, and psychic damage).
Description
The arachnids hunt by ensnaring aquatic mammals and ships in large underwater webs. The web is made from a special silk that is formed with water, allowing it to both be unaffected by its wet surroundings and be difficult to spot while submerged. These large hunting nets are weaved cooperatively by large underwater colonies of arachnids and are placed a few meters below the surface of the water. In the case of aquatic life, the arachnids poison the prey with paralytic venom, ensnares it further and waits for it to run out of oxygen before consuming it. If the webbed object is a ship however the arachnids climb aboard and inject victims with paralytic venom. They then drag their prey into the water and attempt to drown them. Eventually the venom, if left untreated, will start dissolving the flesh and skin into a nutritious soup for the arachnids to consume. The best way to avoid these webs is to notice previous victims still wrapped up down below, since the arachnids themselves are notoriously hard to spot while they are underwater. Pray tell you notice them before your boat lurches and halts.
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