Web Walker. The Guard ignores movement restrictions caused by webbing.
Web Sense. While in contact with a web, the Guard knows the exact location of any other creature in contact with the same web.
Spider Climb. The Queen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Secondary Arms. Araxa have two smaller arms emerging from your below their shoulder right under their primary arms. These arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) Piercing damage. Target must make CON save DC 12., on failed save target becomes poisoned.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Multiattack. The Guard makes two claw attacks.
Description
Araxa'n Guards are humanoids with four arms, and a spider like intuition. They have a body covered in fur of any color with an array of different patterns. Usually, folk from the same colony have similar fur designs. Each folk has eight eyes, and fluffy tufts for ears. Araxa'n guards are noted to be bulkier than most.
*(Note: This has not been play tested)
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