Homebrew Arachne Species Details
Web Weavers
The arachne are a carnivorous demi-human liminal race that have a human torso, but whose lower body is that of a giant spider. The humanoid body upper bodies display all human varieties when it comes to skin tone and features, but certain features stand out in the subraces. They typically have six spider-like eyes on their face, but the number can vary with different individuals. Their forearms are covered in an exoskeleton, much like their spider body, and end with sharp, claw-like hands. While the spider body contains a primary opisthosoma, their wrists contain a secondary opisthosoma which also produces silk to assist in their web crafting. The arachne padipalps, which are normally used by spiders for eating, no longer function as such and act more like humanoid thighs. In holding true with spider sexual dimorphism, most females are larger than their male counterparts.
Matriarch Leadership
With the recent advancement of the arachne races, communities have been built and founded under the leadership of matriarch councils. These arachne communities have sprung up in many different environments with most of them being subrace specific. A central leadership exists with a representative from each subrace that partake in the major decision making for the arachne race as a whole. Being a young species with an unsavory impression, the arachne have made a commitment to attempt to prove that they are not the monsters of everyone's misconceptions. Some arachne have moved into other race settlements when they have been met with warm hospitality.
Arachne Names
Arachne names are described as resembling hissing, screeching and clacking sounds. Most arachne have a given name and family name, but some choose to use nicknames. Human, elven and gnomish names are sometimes found among them, albeit rarely.
Male Names: Nasruq, Onrix, Ovix, Zhirrud, Yokrad, Keezix, Zezrad, Sarkid, Ovad, Kaazsir, Laqzid, Kissid, Achad, Zrel'zeekat, Aazis, Nesex, Rhokko, Isrix, Ok'zuq, Kiseb, Irzat, Qakkir, Xesur, Arralrab
Female Names: Rhokku, Zexhil, Raiza, Qhali, Zhirieqi, Rhallakki, Seeli, Qaxhale, Zossu, Ravucer, Iella, Szik'sah, Shaq'shi, Ainchu, Ixhil, Zhaza, Neevil, Qico, Noshiq'she, Isul, Rizu, Sin'qira, Yoxhih, Olshi, Nolnih, Zechi
Arachne Traits
As a arachne, you have the following racial traits.Arachne Weapon Training
Choose from either the Araneichne, Latrodachne, Lycachne, Saltichne, Sicarachne, Solifachne or Therachne for your specific weapon training.
Burrow
Because of your tarsal claws, you have a burrowing speed of 10 feet.
Creature Type
You are a Monstrosity.
Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Languages
You can speak, read, and write Common and Undercommon.
Natural Armor
You have thick, coarse hair. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Poison Immunity
You are immune to poison damage and the poisoned condition.
Size
Therachne are taller and heavier than humans, ranging from 7 ft to 9 ft tall and averaging anywhere between 200 to 400 lbs. Their size is Large.
Speed
Your walking speed is 30 feet.
Spider Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) 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.
Spider Walk
You have a climbing speed of 30 feet. You can climb difficult surfaces without needing to make an ability check. Additionally, you ignore movement restrictions caused by webbing. To use this speed, you can’t be wearing medium or heavy armor.
Tarsal Claws
Your tarsal claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Web
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Web Sense
While in contact with a web, the arachne knows the exact location of any other creature in contact with the same web.
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