Homebrew Araxa (Spider-Folk) Species Details
The Spider-Folk
The Spider-Folk are secretive creatures native to the underdark. While having no connection to a god, the Spiders-Folk live to follow their queen. With colonies that resemble hives, and only a few that exist, each colony is made of one queen and several hundred of her children. Spider-Folk, even in the depths of the Underdark, have tight nit colonies and rich traditions. The name “Spider-Folk” was popularized by humans, however, amongst themselves they refer to their own kind as the Araxa.
Physical Appearance
Spider-Folk are humanoids with typically slender builds, and four arms. They have a body covered in fur of any color with an array of different patterns. Usually, folk from the same colony have similar fur designs. Each folk has eight eyes, and fluffy tufts for ears.
Society
The average Folk lives their entire lives within their colony without much outsider interaction. Spider-Folk don’t typically allow any outsiders in their territory without another one of their Folk with them. It is not unheard of for some Folk to leave their colony for one reason or another but most Spider-Folk who wander the world are from destroyed colonies or exiles for crimes. Colonies operate under the guidance of the Queen and the rest of the hive follows. Queens are rare and can only hatch with very specific conditions. They grow to be over twice the size of most of the Folks as well as living much longer. The queen will either leave her current colony to build her own or take up the role of the old queen when she dies. When a queen first takes up her role she finds an outside partner once, and after will return to the colony to continue her duties. Any member of the Folk can have children, but being surrounded by their family it is rare for anyone but the Queen to do so. When it does happen, it is from either an outsider they brought back to their colony, or have already permanently left their colony. The main hive are the ones who keep the hive running, growing food, protecting the hive from outsiders, and working as scouts and hunters.
Origins
The Spider-Folk originate from Xanthoria, the first spider queen. While the origins of Xanthoria herself are unknown, she is renowned as an eldritch god, and is commonly worshiped as one. The records of the Araxa's explain how she started her first colony of her children and over the centuries have expanded to the people known today. It is rumored she is still alive and with her hive to the day.
Enemies of the Drow
Due to Spider-Folk and Drow both living in the underdark and in colonies, the two often fight over territory. Drow have pushed several Spider-Folk colonies out of their original territories. Many wars have been fought over the centuries. Spider-Folk have a particular disdain for driders.
Age.
Going back down to their eldritch roots, most hive members mature around 20 years and live around 500 years old.
Size.
Spider-Folk can vary a lot in size, some reach over 7 feet tall to below 5. Your size is medium.
Alignment.
Many folk fall under lawful alignments and usually have a neutral view on most things, the safety of themselves and their colony comes first.
*(Note: This has not been play tested)
Araxa (Spider-Folk) Traits
Spider-Folks bodies have evolved from both their eldritch roots and harsh environment.Secondary Arms.
You have two smaller arms emerging from below your shoulder right under your primary arms. These arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
Spider Kin.
You have a Climb Speed that is equal to your Walking Speed.
Additionally, While in contact with a web, you know the exact location of any other creature in contact with the same web, and you can ignore movement restrictions caused by webbing.
Rough Environment.
You have developed a resistance to poison damage, and an immunity to the poisoned condition.
You also get advantage on constitution saving throws.
Eldritch Ancestry.
Because of the Araxa's odd heritage they have some natural skills. You are proficient in perception & stealth checks.
Ability Score Increase.
Your Dexterity score increases by 2 and your Constitution increases by 1.
Darkvision.
You can see in dim light within 120 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.
Languages.
You can speak in Common, Abyssal, and Undercommon.
Previous Versions
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