Homebrew Damhan alla(spider colony) Species Details

History- a race of spiders that has evolved to become intelligent parasites that incorporate themselves into society and take the forms of others. There have been many notable examples of them in history however due to there secretive nature it’s hard to distinguish them from the real deal sometimes.

 

Society theses spiders live in hive minded colonies each with there own sens of individuality. Most Colony’s won’t  associate with each other however some live together and even take over hosts that are similar as well as starting families to raise offspring. The offspring of 2 different colonies will form a new and completely individual colony with there own hivemind pattern and look

 

Alignment & behavior most colony’s will fall into the neutral category and care manly for there own well being however some can divote there lives to causes and people they find important. As such they have no particular alignment or personality. Each spider in a colony has the ability to produce eggs which will hatch clones of that specific spider and will share in its hivemind. The hive mind will have a personality that each spider shares. The spiders hivemind can only be broken by haveing a spider swap planes however it will still keep the same personality and think like the hive mind would it just no longer shares information with them or can communicate with them.    

 

A colony will often seek to inhabit the corps or appear as another race to blend into society. They each are individuals and most seek to live as normal humanoids as well as living the lives they see humanoids living. You might see one hidden as an in keeper or mabey it’s that orc adventurer or perhaps even the mayor of a town. EtherTalk way much like changelings; they will go to great lengths to hide their true forms or risk the prosecution of others. 

 

They still need to feed on living insects or animals similarly to other spiders so a tell tale sign that one is in your mists is a draind animal or the lack of insect in an area. Because of how spider fangs look a lot of the time people will mistake them for vampires and try to get rid of them using holy relics or other artifacts. This is often very annoying and awkward for the colony so many find a good way of disposing of the body’s.

 

Languages spider and two other languages of their choice.

 

Appearance they take the form of a swarm of tiny spiders of which all look the same. The specific look of a colony is unique in many ways such as color pattern hair and other features such as spikes extra digits and so on. Each colony will look different and it would be almost impossible to find two that look the same 

 

Features 

Gain a Weakness to fire dmg 

Can cast web once an hour without the need for verbal or metirial components Can also be used in your natural form. This version has a duration of 2 days or until there destroyed

Dark vision 

Web sense and web walk 

Natural form

In your natural form you use the stat block listed at the bottom of this race.  You can change into your natural form from your host body as an action and can also be done when you are at 0 hp however the swarm will only be at 1 hp and if you enter a new body you are only considered stable and cannot get back up until after combat or untill you enter your natural form again.

If you get knocked unconscious in your host body you are considered stable and can only be killed if a creature kills your last remaining spider in your natural form or if you take non slashing piercing or bludgeoning damage wahl stabilized that = your natural forms max hp. After combat your hosts body is at 0 hp it remains so until you get to a safe spot to take a short/long rest to recuperate it. You can still act and move around in your natural form.

 

Host body

During a long rest or as an action during combat 

You can infuriate and take over a corpse or puppet that is humanoid or simple in shape. Such as a human,dog or any other beast no larger than large. And no smaller than small. This can’t be used on livening or animated creatures/constructs or anything that would harm the spiders such as an ooz or elemental

Your stats and hp do not change. But it’s important to keep the host creatures max hp in mind for the body repair feature. If in combat you Change body’s it takes one full round before the body can actually be usable after the action is used. You’re current hp simply transferring to the new body 

Your movement and size becomes the same as theirs and you can use any physical abilities they had. Such as natural weapons or a flying speed however you cannot use any magic/psychic abilities such as mind reading or a breath weapon and you can’t cast spells that require verbal or somatic components if the host body cannot speak or has no hands to cast the spell with..

Body repair During and out of combat you cannot regain lost hit points except during a short or long rest in wich you use your silk to repair damages and regain lost spiders. After a while the body you are useing will begin to show signs of infestation and wear. When you regain hp and repair your form it will slowly change

Stage 1: 10-25% of creatures max hp recoverd-a creature may suspect something is wrong with you and may try to make an investigation check to determine if something is wrong

Stage 2: 26-50% it’s more obvious something is wrong. Limbs might be coverd in webs. Eyes might be graying more creatures will start to notice and will have advantage on investigation checks 

51-75%: it’s imideatly obvious to other creatures that you are a piloted corps. Entire limbs may be held together with web. There might be obvious holes were spiders can be seen moveing around. You gain advantage on intimidation checks but you lose any special resistances or immunities and any natural weapons or damaging abilities from your host body are reduced by half

76-100%: the body has begun to go past the point of repair. You gain advantage on intimidation checks 

 but you lose any special movement or movement abilities such as flying and burrowing and your base walking speed is set to 25 unless it was lower then it stays lower

 

This can be fixed with repair spells such as mending bringing you down 1 stage every time a spell is used to repair it. however finding a new body is recommended.

 

Whall in your natural form you can only use features and abilities given by your natural form. No class features or spells.  When leaving a host all equipment and items are left behind and must be retrieved apon gaining a new body

Swarm of spiders

Medium swarm of Tiny beasts,

Armor Class 12 (natural armor) 

Hit Points the max is 25% of max hp. but the swarms hp lowers to 25% players current hp upon using the ability if there not at full health (rounded down if needed)(minimum 1)

Speed 20 ft., climb 20 ft.

STR 3 (-4)

DEX 13 (+1)

CON 10 (+0)

INT Same as players

WIS Same as players

CHA 1 (-5)

 

Damage Resistances Bludgeoning, Piercing, Slashing

Condition ImmunitiesCharmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Weaknesses fire damage 

Senses blindsight 10 ft., Passive Perception 8

Languages – spider 

Proficiency Bonus same as players 

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points(besides its bite attack which can recover the swarms hp)

Spider Climb. The swarm 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 swarm knows the exact location of any other creature in contact with the same web.

Web Walker. The swarm ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4)piercing damage(2d4)poison damage), 

If used on a living creature that has blood or other nutrients you can ragain half the poison damage in hit points 

 (1d4) piercing damage(1d4)poison damage if the swarm has half its max hit points or fewer

Grapple a creature in the same space as you as long as you have more then half your max hp 3+prof to grapple. And grappled creature takes 1d4 piercing and 1d4 poison at the start of each of there turns until there no longer grappled by you

As an action you Can cause one creature grappled by the swarm to move 10 feet in a direction make a melee attack at a target within melee range(if possible) using an unarmed strike held/natural weapon or drop an item they are holding

Damhan alla(spider colony) Traits

Your evolutionary adaptations give you an advantage to achieve your goals

Previous Versions

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11/12/2023 7:19:50 AM
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