| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 15 | +2 | +2 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | −1 |
Spider Climb. The arachnoid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the arachnoid knows the exact location of any other creature in contact with the same web.
Web Walker. The arachnoid ignores movement restrictions caused by webbing.
Arachnoid Type. The arachnoid was created from one of the following creatures, which affects its traits and actions: 1) deep gnome, 2) deep dwarf, 3) dark elf, or 4) orc. Choose a type or a roll a d4 to determine what type the arachnoid is.
Gnome Cunning (deep gnome type only). The arachnoid has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Deep Dwarf Resilience (deep dwarf type only). The arachnoid has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed
Fey Ancestry (dark elf type only). The arachnoid has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Aggressive (orc type only). As a bonus action, the arachnoid can move up to its speed toward a hostile creature that it can see.
Multiattack. The arachnoid makes two weapon attacks, choosing between Web, Web Garrote, War Pick, Poisoned Dart, Shortsword, Hand Crossbow, or Greataxe, as available.
Web (Recharge 5–6). Ranged Attack Roll: +5 to hit, range 30/120 ft. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
Web Garrote. Melee Attack Roll: +5 , reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage or 12 (4d4 + 2) Piercing damage when enlarged, and the target is [conditon]grappled[/conditon] (escape DC 13). Until this grapple ends, the target can’t breathe, and the Arachnoid has advantage on attack rolls against it.
War Pick (deep gnome and deep dwarf type only). Melee Attack Roll: +5 , reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage or 11 (2d8 + 2) Piercing damage when enlarged
Poisoned Dart (deep gnome type only). Ranged Attack Roll: +5 , range 30/120 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shortsword (dark elf type only). Melee Attack Roll: +5 , reach 5ft. Hit: 5 (1d6+ 2) piercing damage.
Hand Crossbow (dark elf type only). Ranged Attack Roll: +5 , range 30/120 ft. Hit: 5 (1d6+ 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. Ifthe saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if anothercreature takes an action to shake it awake.
Greataxe (orc type only. Melee Attack Roll: +5 , reach 5ft. Hit: 9 (1d12+ 2) slashing damage.
Javelin (orc type only). Ranged Attack Roll: +5 , range 30/120 ft. Hit: 6 (1d6+ 2) piercing damage
Enlarge (1/Day) (deep dwarf type only). For 1 minute, the arachnoid magically increases in size, along with anything it is wearing or carrying. While enlarged, the arachnoid is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the arachnoid lacks the room to become Large, it attains the maximum size possible in the space available.
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