Spider Walk climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spider Silk Arachne make silk/webbing from their abdomen. See the Spider Silk Properties for more.
Web Walker The Arachne ignores movement restrictions caused by webbing.
Web Touch Whilst touching Spider Silk, Arachne can feel the vibrations of all creatures connected to that silk and any other silk that Silk is connected to, giving the exact location.
Spider Half Due to the Arachne's lower body it cannot make use of mounts. Arachne do not need a free hand to grapple an enemy or pickup items that are within 6ft infront of them, allowing their front 2 spider legs to grapple them instead. They have disadvantage when using weapons with their spider legs.
Natural Weavers Arachne are proficient in weaver's tools, and may use their legs or pedipalps as weaver's tools. Actions cannot be performed whilst they are holding anything in their front legs.
Web Trap (Recharge 5-6) Create difficult terrain: a 5x5 feet square (1.5m x 1.5m) of spider silk. Creatures that step in the areas must succeed your web DC else become restrained until they can slash themselves out. The trap lasts for 1d4 days.
Venomous Fangs Attack: +1 to hit, reach 5ft., one target. Hit 6 (2d4 + 1) Peircing. The target must make a DC 11 Constitution saving throw, taking 8 (2d6 +1) 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 attack cant be performed whilst they are holding anything in their front legs.
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 fire damage; immunity to bludgeoning, poison, and psychic damage).
mage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Opportunity Attacks
In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Arachne are half-humanoid spider hybrids, with their lower body resembling that of a large eight-legged spider, belonging to their arachne parent, and the upper body resembling their non-arachne parent, whether they be human, elf, dwarf, orc, or another. Arachne stand on at roughly 7-8 feet tall on average. Their spider’s half retains the attributes of the species of spider they belong to. Arachne are much more likely to be female at birth, giving the impression that all arachne are female when in reality male arachne are simply much rarer.
Lair and Lair Actions
Arachne Lair
Arachne Lairs are known to be covered in webs and left over meals. They make a lair themselves over the course of their lives, meaning the more experienced Arachne have larger lairs than amature Arachne.
Lair Actions
On initiative count 20 (losing all ties), the Arachne can take a lair action to cause one of the following effects; it can't use the same effects two rounds in a row:
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The Arachne can use an action to conceal itself in a dark area. Whilst doing so, the Arachne gains +3 and advantage on stealth checks however it loses half of it's movement speed and cannot take any action, reaction or bonus action. It is forced out of this state when damage is taken or it chooses to take an action to do so.
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As an action, the Arachne can cover the floor of a room with Spider Silk, upto 30ft square, creating difficult terrain. Creatures that step in the areas must succeed the Arachne web DC else become restrained until they can slash themselves out. Whilst the Arachne is hidden, actions against targets restrained in this way provoke advantage.
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An Arachne will stalk prey rather than just attack upfront, waiting for an opportunity so that they aren't easily killed. An Arachne can take an action which grants advantage on attacks against targets that are isolated from their party to which they are atleast 20 feet apart from them, this condition lasts until the following round has ended.
Regional Effects
The region containing Arachne's lair is warped by the Arachne's presence, creating one or more of the following effects:
- Creatures entering the lair or seeing the Arachne for the first time must take a DC 15 Constitution saving throw else become feared until they exit the area or break line of sight respectively. Creatures that then enter the lair, after being feared in this way, grant advantage to other creatures using intimidation or checks which involve them being feared again whilst in the Arachne lair.
- Arachne spin a lot of webs so they can locate prey, naturally the closer to the heart of the lair you get the more Spider Silk there is. The Arachne will leave left over meals, upto the size of large creatures, wrapped in Spider Silk, hanging from the ceiling or in corners of rooms surrounded by more Spider Silk and webbing, this tends to occur primarily in the lair itself. If the Arachne lair consists of a large area then the Arachne will create difficult Spider Silk terrain upto 1 mile away from the lair in large and small quantities depending on the environment.
If the Arachne dies, the regional effects deteriorate over the course of 1d6 days.
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