Web Walker. Arachne ignores movement restrictions caused by webs and can climb difficult surfaces, including ceilings, without needing to make an ability check.
Trap Mistress. As a bonus action, Arachne can move an existing web she created up to 20 feet. Creatures in the web’s space must succeed on a DC 17 Dexterity saving throw or be restrained until the end of their next turn.
Shadow Weaving. Arachne can animate shadows through her webs. A creature that enters a space within 20 feet of one of her webs must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn.
Spider Sovereign. While inside an area containing webs she created, Arachne has advantage on attack rolls and Dexterity saving throws.
Multiattack. Arachne makes two attacks: one with Venomous Bite and one with Weaver Claws.
Weaver Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) [slashing type] damage.
Venomous Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) [piercing type] damage.
The target must make a DC 17 Constitution saving throw. On a failure, the target takes 22 (4d10) poison damage and is poisoned for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on a success.
Web Shot (Recharge 5–6). Ranged Weapon Attack: +9 to hit, range 30 ft., one target.
The target must succeed on a DC 17 Dexterity saving throw or become restrained. A restrained creature can use its action to make a DC 17 Strength check, freeing itself on a success.
The web is flammable. If the restrained creature takes fire damage, it takes an extra 5 (1d10) fire damage.
Dark Web (1/Day). Arachne spreads shadow-infused webs in a 30-foot-radius sphere within 60 feet. The area becomes heavily obscured to all creatures except Arachne. Creatures entering or starting their turn in the area must make a DC 17 Dexterity saving throw or become restrained until the end of their next turn. Arachne moves freely inside the area and has advantage on all attacks made there.
Arachne can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
She regains spent legendary actions at the start of her turn.
Web Step. Arachne moves up to half her speed without provoking opportunity attacks, as long as she ends the movement on a wall, ceiling, or web..
Reinforce Web. A creature restrained by Arachne must succeed on a DC 17 Strength saving throw or become paralyzed until the end of Arachne’s next turn.
Shadow Touch (Costs 2 Actions). One creature within 60 feet must make a DC 16 Wisdom saving throw or become frightened and poisoned for 1 minute (repeat save at end of turns).
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
Once a gifted mortal artisan, Arachne was a weaver whose tapestries were said to rival divine beauty. Her pride, however, grew greater than her talent. She proclaimed her craft superior even to that of the goddess of wisdom and craft.
The gods answered.
Her body twisted but her mind remained. Fingers elongated into needle-like claws, silk began to bleed from her veins, and her lower body split into the abdomen of a monstrous spider. Worst of all — she retained memory of what she once was.
Now she no longer weaves art.
She weaves suffering.
Arachne does not merely kill her victims. She studies them, stalks them, learns their fears… and recreates them in silk. Within her lair hang hundreds of “living statues”: victims preserved in cocooned paralysis, kept alive for weeks while she feeds slowly.
She speaks calmly, intelligently, and politely — like a host welcoming guests.
But she never calls adventurers “heroes”.
She calls them:
“materials.”
Lair and Lair Actions
Arachne’s Lair
Arachne inhabits ancient, abandoned structures — ruined temples, forgotten underground cities, collapsed castles, or deep cavern systems. Over years, she transforms the environment into a suffocating labyrinth of silk and shadow.
The air is humid and heavy. Every surface — pillars, ceilings, statues, bridges — is covered in thick gray-black webbing. The webs vibrate constantly, allowing Arachne to feel movement anywhere inside her domain.
Dim bioluminescent fungi and cocooned corpses hang from above, gently swaying even without wind.
The lair counts as difficult terrain for all creatures except spiders and Arachne.
Creatures that attempt to sleep inside the lair suffer disturbing dreams and gain no benefit from a long rest unless they succeed on a DC 15 Wisdom saving throw.
Lair Actions
On initiative count 20 (losing initiative ties), Arachne takes one lair action. She cannot use the same effect two rounds in a row.
Living Webs
Webbing erupts from the walls in a 20-foot radius sphere centered on a point Arachne can see within 90 feet.
Creatures in the area must succeed on a DC 16 Dexterity saving throw or become restrained until the end of their next turn.
The area becomes difficult terrain for 1 minute.
Cocoon Drop
Arachne releases suspended cocoons from the ceiling.
Choose up to 3 creatures she can sense through vibrations. Each must make a DC 16 Dexterity saving throw.
On a failure:
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The creature is knocked prone
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Takes 10 (3d6) bludgeoning damage
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And is partially wrapped in silk (speed halved for 1 round)
Shadow Hatchlings
Tiny spiders burst from cracks and corpses.
Swarm of spiders appear in two spaces Arachne can see within 60 feet.
They act immediately after Arachne in the initiative order and obey her telepathic commands.
(The swarms disappear after 1 minute or when reduced to 0 HP.)
Silk Sense
Arachne instantly learns the exact location of every creature touching a surface in the lair until the next initiative 20.
Until then:
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She cannot be surprised
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Invisible creatures gain no benefit against her
Regional Effects
The region within 1 mile of Arachne’s lair is warped by her curse.
1. The Quiet Woods
Natural sounds are muffled. Perception checks relying on hearing are made with disadvantage.
2. Vanishing Travelers
Creatures traveling at night must succeed on a DC 14 Wisdom (Survival) check or unknowingly move toward the lair instead of their destination.
3. The Hanging Dead
Corpses do not decay normally. Within 24 hours, they become dry husks wrapped in faint strands of silk.
4. Arachnid Dominion
Spiders are unnaturally intelligent and will not attack Arachne or her allies.
If Arachne dies, these effects fade over 1d10 days.
Previous Versions
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