Small Swarm of Tiny beasts, Chaotic Evil
Armor Class 12 Natural Armor
Hit Points 8 (2d6 + 2)
Speed 30 ft., Climb 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
10 (+0)
CHA
4 (-3)
Skills Stealth +8
Senses Darkvision 60ft, Tremorsense 20ft, Passive Perception 10
Languages Sylvan Arachlings communicate primarily through a complex system of chirps, clicks, and vibrations, making it difficult for non-arachnids to understand. However, they can understand simple commands given in Sylvan, the language of the fey, due to their fey ancestry.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Web Spin. Arachlings possess the ability to spin webs, utilizing them for various purposes in their environment. An arachling may spin a web around itself as a defensive maneuver, making it harder for attackers to reach or damage it, adding +4 to its AC modifier. Additionally, arachlings can use their webs to create makeshift constructs, manipulating their surroundings to their advantage. The webs created by an arachling have 10 hit points and restrain creatures of size Small or smaller if failing a DC 10 dexterity saving throw on contact.

Spellcasting:

The Arachling is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The Arachling has the following Wizard spells prepared:

Cantrips (at will):

  • Poison Spray

1st level (2 slots):

  • Jump
  • Entangle
 
 
 
Actions

Web Strike. The arachling lashes out with its web-covered appendages, attempting to ensnare its target.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target must succeed on a DC 11 Strength saving throw or become restrained by sticky webs.

Bonus Actions

As a bonus action, an arachling can emit a pheromone signal, summoning other arachlings to its aid. The arachling can call upon up to 1d4 additional arachlings to join the fray within a 30-foot radius. These summoned arachlings act immediately after their summoner's turn ignoring initiative and will have any modifiers possessed by the summoner on the single turn in which they are summoned. If the main summoner is to be killed, the summoned arachlings will scatter and leave the area, ending combat.

Reactions

Web Trap. When a creature moves within 5 feet of the arachling, it quickly spins a web in an attempt to trap its prey. The arachling makes a ranged web attack against the creature. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: The target is restrained by sticky webs until it uses its action to make a DC 11 Strength saving throw, freeing itself on a success.

Description

Arachlings are small, agile creatures resembling spiders, but with a more humanoid form. They inhabit dark, damp environments such as forests, caves, and underground tunnels, where they weave intricate webs to ensnare their prey. Despite their diminutive size, arachlings are formidable hunters, relying on their venomous bites and cunning tactics to overpower their adversaries. With their web-spinning abilities and keen senses, they navigate their surroundings with ease, making them efficient ambush predators. Arachlings often travel in packs, coordinating their attacks to overwhelm larger foes and defend their territory.

Previous Versions

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Habitat: ForestMountainSwampUnderdark

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