Ancestry. The Arachnia are old, one of the first races to walk the early world. The live deep underground and hardly ever come to the surface. The have a special bond with chaos as they are the harbingers of death and destruction.
Innate Spellcasting. The Arachnia's innate spellcasting ability is Wisdom (spell save DC 13). The Arachnia can innately cast the following spells, requiring no material components:
At will: Acid Splash; Poison Spray
1/day each: Darkness
Spider Climb. The Arachnia can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the Arachnia has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The Arachnia ignores movement restrictions caused by webbing.
Multiattack. The Arachnia makes three attacks, either with its claws/legs or with it's mouth and a magical attack.
Magic: See spells
Claw/Leg: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d6) piercing damage plus 9 (2d8) poison damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d6) piercing damage plus 9 (2d8) poison damage.
Description
Arachnia are a large spider whith the upper torso of a vaguely humanoid form. The body of the spider has a thick roundbakc and is totally black as are it's legs. The torso is red with a pale red face with black markings. The Arachna has 8 eyes as well as a more humanoid mouth with two large fangs.
Arachnia live in the depths of the earth and therefore completely deprived of light. In full daylight the Arachnia has a disadvantage on all rolls.
Lair and Lair Actions
Arachnia's lair is a nest full of cocoons. As well as a huge web placed above the lair. Both web and nest are part of the Lair. When rolling for initiative, (and the Arachnia is physically within the lair) the Arachnia's lair has its own initiative, which is an automatic 20.
Arachnia's lair actions have four actions she can choose from on the lair's turn, (though she do not have to use them). The same lair action cannot be used twice in a row.
The Lair has 100HP and cannot attack. If all Arachnia are killed the lair reduced it's HP to 50. Magical effects of the lair remain intact until the lair is destroyed. Each lair holds 5 un-hatched cocoons.
Any cocoon that is destroyed spawns 5 giant spiders. Fire can destroy the cocoons and, one on fire the cocoon hatches and 2 giant spiders will spawn.
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