Homebrew Aracnoid Species Details
Origin
Aracnoids are spider human hybrids. This race came to be when the dark elves began experimenting on human slaves. They tested the dark magic of their homelands on the humans in an attempt to see if they could become greater in strength, speed, and cunning. What they found was a hybrid of a dangerous variety. The new race of Aracnoids was the result of the dark magic's weaving. The Aracnoids were fast, strong, and extremely intelligent. They stood bipedal as a human but had four spines that resemble spider legs with sharp tips that secret a toxic poison. The Dark Elves quickly found that their creation was dangerous as they fought, killing many Dark Elves in the first slave uprising. The Aracnoids were soon put back in their place with many having their spines removed as a sign of shame and dominance.
As the years passed the Aracnoids gathered their strength in the shadows. The Dark Elves had failed to realize the birth rate of the Aracnoids would have as a side effect of the dark magic hybridization. The numbers soon swelled as they kept their young hidden in darker areas awaiting their calling forth. In secret they grew large as they were trained in the various arts forging such classes from Rogues and Wizards to Fighters and Warlocks. As they gathered the materials their masters so desired, to increase the Dark Elves’ Dark Magic pools, some found ways to hide the materials as they harness the magic for their eventual second uprising.
After gathering their strength for half a decade the Aracnoids were finally ready to show their new found power. They began with small scuffles within the mines and strategically around the Citadel beyond the mines and slave villages. Once the Dark Elves raised their guard the Aracnoids began their true plan into action. With more guard patrols the defense of the Citadel and surrounding city had been diminished. The Aracnoids sent their top rogues into the city to take out the defenses that had now been scattered to all areas of the region. Within hours the Citadel along with the city was cleansed of guards as the rogues attacked from the shadows striking the guards with their sharp spines now imbued with poison. The Aracnoids had harvested the material bending the dark magic to their own deadly purpose giving the race the ability to produce a poison that is sent down their spines and to the tips with the ability to be injected into their victims. This neurotoxin is deadly enough to kill an adult in mere seconds. Many times the victims never even feel the sting; they just fall dead as the guards of the Dark Elf Citadel did on this night. With the defenses of the Citadel gone the rogues moved through the city continuing their deadly job.
The Aracnoids outside the city began emerging from every nook and cranny overwhelming the Dark Elf army with ease as the army fell back to the city gate clamoring over their own. The army reached the gate only to hear blood curdling screams coming from within. The fear within the Dark Elves’ eye said everything that was unspoken, they knew that they had created their own downfall. The night would see to it that no Dark Elves would see the light of day ever again.
The Aracnoids soon claimed the lands for themselves and continued the Dark Elves’ work with the Dark Magic found within. One Dark elf mage was able to send a message, “Night of Decimation”, of warning to the Dark Elf King whom would dispatch multiple battalions to the region never to return. The land once diminished from the lush forest and mountain terrain to the desolate quarry with mine entrances continued to see the dark magic essence decay the landscape. The region became name by those of the realm “The Deadlands” and to this day tell stories of its beauty and the dangers that now reside within.
Age
Aracnoids live between 30 to 50 years. They mature at the age of 2 but never stop growing until they die.
Size
Aracnoid range from 4' 5" tall to 7' tall.
They often can be sleek or bulky making their weights range anywhere from 85 lbs to 200 lbs.
Appearance
Human Spider Hybrid
Human body with sharp claws on hands and feet, 8 eyes on the head with pincer fangs, and 4 large spines protruding from their back.
Colors and color patterns vary and no Aracnoid will have the same color or color pattern as another making them easy to identify from one another due to this fact.
Speed:
- Walking - 30 feet
- Burrowing - 20 feet
- Climbing - 40 feet
Special Trait
Spine strike - You may make 4 simultaneously strikes with your spines. Each spine will require a hit roll as an attack. Damage is 1d8 per hit and the target must pass a Nature Check of DC14 or be poisoned for 1 turn per hit. On each turn they will roll 1d8 and take that much poison damage.
Silk Parachute - You create a Silk Parachute that allows you to fly by floating up to a distance of 90 feet.
Sticky Hands and Feet - Allows this race to climb with ease in any terrain and even upside down.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Ability Score Increase
Your Intelligence increases by 1 and your Wisdom increases by 1.
Languages
You can speak, read, and write in Common, Elvish, and Chitter (Aracnoid Langage)
Alignment
Aracnoids lean towards Evil and Chaotic alignments due to their origins of how they came to be along with the dark magic's properties. Some have been known to be of a Neutral alignment. Aracnoids will do whatever it takes to stay alive and care nothing for anyone or thing that stand in their way of survival.
Natural Enemies
Elves are considered natural enemies of the Aracnoids as Aracnoids will attack any Elf that they see on base instinct believing that the Elves wish for their eradication from the world.
Aracnoid Traits
This race has a Spike Strike you may make 4 simultaneous strikes with your spines. Each spine will require a hit roll as an attack. Damage is 1d8 per hit and the target must pass a Nature Check of DC14 or be poisoned for 1 turn per hit. On each turn they will roll 1d8 and take that much poison damage, Silk Parachute allowing this race to create a Silk Parachute that allows you to fly by floating up to a distance of 90 feet, and Sticky hands and feet allows this race to climb with ease in any terrain and even upside down.Silk Parachute
Silk Parachute - You create a Silk Parachute that allows you to fly by floating up to a distance of 90 feet.
Sticky Hand and Feet
Sticky Hands and Feet - Allows this race to climb with ease in any terrain and even upside down.
Spine Strike
Spine strike - You may make 4 simultaneously strikes with your spines. Each spine will require a hit roll as an attack. Damage is 1d8 per hit and the target must pass a Nature Check of DC14 or be poisoned for 1 turn per hit. On each turn they will roll 1d8 and take that much poison damage.
Previous Versions
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11/23/2023 12:56:57 AM
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Coming Soon
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