Homebrew Arakthid Skarnling Species Details

Arakthids are grotesque spider humanoids native to the taigas of Frostwood, they are secretive ambush hunters who feast on the flesh of other creatures. It is said they were once humans or elves, whose devotion to the demon goddess Lolth was so strong she granted them the profane privilege of new arachnid forms. Arakthids employ secrecy and leave no witnesses because their presence, when known, often provokes witch hunts amongst nearby towns and kingdoms; thus, they only reveal themselves when they have amassed a strong force and enough intel to conquer their neighbors. Attacking settlements when they least expect it and enslaving many of their victims as cattle to be devoured. 

Matriarchal Tribes

The lowest among the arakthid,  skarnlings, take on a bipedal form; standing on two legs with the skin texture, thorax, and head of a spider. Which makes skarnlings good scouts, spies, assassins, and workers. Their superiors, the webstriders, resemble their lower ranking brethren but carry on their backs four venom coated spider legs, enlisting them as warriors, battlemages, and guards. Above them is the all-mighty arakthid matriarch, who leads their arakthid colony and plans out devious schemes. These may include: provoking wars between neighbors, spreading arakthid influence, and creating a spider empire. Only one matriarch exists per colony, where she rules over all lower ranking arakthids and has the ability to lay eggs that will blossom into new arakthids. Mad individuals may seek out an arakthid colony, as it is said those who gain favor with arakthid matriarchs can be ritually transformed into arakthids themselves. However, it is rare, as arakthids strongly dislike working with other races and anyone who can purposefully find their lairs are a potential threat to the collective.

Selfish and Power Hungry

Arakthid society is ordered and structured only when the brood is in immediate proximity to their Matriarch, outside of that, they are cutthroat and willing to sabotage their siblings to gain an upper hand. Arakthid skarnlings can be promoted by abyssal ritual magic, but doing so requires them to be incredibly successful on their assignments and to challenge, defeat, and eat an incompetent webstrider as the matriarch watches. While all arakthids are loyal to their queen, if peculiar circumstances may grant them significant power or they feel their colony has wronged them, they may go off on their own. However, arakthid's virtue of secrecy means that defectors are hunted down and killed, as they pose the risk of exposing tribe secrets, making a deserter's newfound freedom short lived. On the rare occasion a free arakthid manages to overthrow their former queen, all of her brood will naturally turn to the slayer for leadership, which often involves ritual transformation into a new matriarch, lest the colony die out.

Player Characters as Skarnlings

Arakthid skarnlings are the most fit to be player characters, as the potential gain from leaving their colony is greater than a high standing webstrider’s, on account of skarnlings having less to lose. Whether the skarnling left on a rare mission that involves working with other races, or out of self interest, is up to the player. However, PC arakthid skarnlings are often defectors, the reasons may vary, but it is likely they are not welcome back into their colonies because they were caught in a scheme for power or another crime against their broodkin. Players may give any number of reasons their skarnling separated from its colony, consult your DM and decide what backstory best fits why your skarnling is an adventurer.

Arachnid Features

Blessed (or cursed) with resistance poisonous effects by the rituals that created them, skarnlings manifest their spidery abilities through by creating and walking through webs without hinderance. In addition, they pack a poisonous bite, which in conjunction with their ability to climb difficult surfaces swiftly, makes them deadly assassins and effective spies.

Arakthid Names

 Arakthids aren't often given real names, instead they are regarded by their occupation, distinct differences in appearance, or a noteworthy accomplishment. Monikers given to arakthids could be a description in common tongue or abyssal, such as: "Blade-Venom", for an effective assassin, or "Death-In-Form" for a skilled warrior, or just "worker" in abyssal if they were a caretaker for newly spawned brood. Defected arakthids often adopt new names if they didn’t have a unique title or descriptive name.

Arakthid Skarnling Traits

As a skarnling, you have the following racial traits.

Spider's Bite

You can make an unarmed strike using your venomous bite, which scales off your dexterity modifier. On a hit, you deal 1d6 + Dexterity modifier piercing damage, and the target must make a Constitution saving throw (DC = 8 + proficiency bonus + Con modifier). On a failed save, they are poisoned until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Web Walker

You ignore movement restrictions caused by webbing and can see through magical or mundane webs as if they were non-existent.

Silk Spinner

You can produce a strand of webbing as a bonus action. You can use this silk to secure items, create a line up to 20 feet, or as a mundane grappling hook, among other potential uses. You can also spend 1 minute to create a web trap (10 ft. square). A creature entering the area must succeed on a Dexterity saving throw (DC = 8 + proficiency bonus + Con modifier) or be restrained. You regain this ability after a short or long rest.

Ability Score Increases

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Languages

Your character can speak, read, and write Common and Abyssal.

Creature Type

You are a Monstrosity.

Size

Skarnlings are around the same size as humans, with their height ranging from 5'5" to 5'8" and averaging 140 pounds.

Alignment

Skarnlings are very selfish in nature and are typically Neutral Evil, but some, especially defectors, can lean towards Neutral or a different alignment.

Speed

Your walking speed is 30 feet, and you have a climb speed of 30 feet.

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 discern colors in that darkness only as shades of gray.

Poison Resilience

You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Previous Versions

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