Spider Climb. Arakoth's Kin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, Arakoth's Kin know the exact location of any other creature in contact with the same web.
Web Walker. Arakoth's Kin ignore movement restrictions caused by webbing.
Fear of Faith. Whenever Arakoth's Kin take radiant damage they must make a Wisdom saving throw with a DC equal to half the damage taken, or 10, whichever is higher. On a failure they are frightened of the creature who harmed them for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Multiattack. Arakoth's Kin makes one Bite attack and 2 Stab attacks. Arakoth's Kin can replace their Bite attack with their Web ability if it's available.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5) piercing damage, and the target must make a DC 14 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.
Stab. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 18 (3d8 + 5) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 27 (6d8) 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.
Web (Recharge 5–6). Ranged Weapon Attack: +8 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 14 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).
Leap (Recharge 5-6). Arakoth's Kin leaps a distance no more than it's remaining movement.
Arakoth's Kin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Birth. Arakoth's Kin creates a swarm of spiders on an empty space within 5ft. The swarm acts on initiative count 20.
Fortify. Arakoth's Kin rolls to regain an ability of its choice.
Terrifying Screech. (Recharge 5–6)(Costs 3 Actions). Each creature of Arakoth's Kins choice that is within 120 feet of the them must succeed on a DC 14 Wisdom saving throw or become paralyzed until the start of their next turn.
Description
Children of Arakoth, Lolths first familiar who could cross continents with a leap and the stuff of nightmares across Dirrogain. Upon Arakoth's death at the hands of Corellon their brood skittered across the world hiding within it's many cracks and crevaces. Occasionally unlucky innocents will find themselves within it's lair, and subsequently it's gullet.
The Kin of Arakoth have a particular taste for elves, and in addition to the prejudice many Elven Dusk Glades have to endure, several have found themselves haunted by these long lived nightmares.
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