Homebrew Arachne (Great Elroe Labyrinth) Species Details

Up and down all layers of the Great Elroe Labyrinth, known to all manners of monster-like species to dwell— that is where you'll find the Horo Neia. A sub-species from the Small Lesser Taratect that reside within the upper layer of the Great Elroe Labyrinth. All these small spider-like creatures know how to do is build nests for it's prey or charge at opponents head-on, so they are simple to defeat. However, the Horo Neia, the evolved sub-species of the Small Lesser Taratects are far smarter. Although being relatively weaker than the evolution line of the Small Lesser Taratect species as they grow with age, the Horo Neia make up for this weakness with their human-like intelligence. With this intelligence, they are capable of using magic to a certain degree which includes the ability to communicate with one another via telepathy. In which they learn to form and work together in packs to catch their prey shortly after they're born, where as in comparison to regular Small Lesser Taratects that eat and devour one another once they are first born, just before leaving a Queen Taratect's nest, that which serves as the brood-mother of the taratect.

In somewhat rare cases, the Horo Neia, once reaching adulthood go through an evolution process that takes up an entirety of three whole days. Afterward which, they find themselves of pale complexion, having the upper body of a human, and the inherited lower white body of a larger than average Horo Neia. Known as Arachne, they find themselves capable of much much more as a species. They either stay within the labyrinth with their fellow unevolved kin to help serve as a teacher, a leader, a caretaker, and more beneficial roles for the species; Or find themselves wandering off into the world, where they are mostly met with hostility and distrust due to their monstrous appearance. Sometimes a mix of both outcomes happen, in which they share their outer world knowledge with their fellow kin. But despite their cynical views towards other species out of being ridiculed, they don't usually go out of their way to harm other species that isn't considered 'prey' to them unless aggravated, preferring to stick to what is often considered prey to them. Being of which, various monster species that lack their intelligence, or human made food. Due to their large sizes however, they require more food than an average human, and thus are hefty eaters. Naturally from being usually unable to stick around other species, they rarely get to eat what other species such as humans eat, and therefore Arachne often stick to other places in the world that is just out of reach of human settlements to reside and catch prey. Few examples to just name a few are the Great Elroe Labyrinth, deep within dense forests, or deep underground.

Arachne (Great Elroe Labyrinth) Traits

As an Arachne, you have certain traits in common with your kind.

Ability Score Increase

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

Age

Arachne have the same lifespan and reach adulthood the same as Horo Neia do.
Arachne are automatically put into adulthood when they evolve from a Horo Neia at 4 years of age and are capable of living up to 240 years.

Alignment

As most Arachne stay out of society's restrictions and are not usually driven in pursuit of a cause or an objective to do good, they are typically chaotic neutral.

Spider build

Arachne can be up to 7-8 feet tall and almost as wide. Weighing up to 200-400 pounds. Your size is Large.
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Even though your size is Large, your upper, humanoid torso is still of similar scale to that of other humanoid races. You count as one size smaller for the purposes of wielding weapons.
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In addition, due to your lower body, you cannot make use of mounts.
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Finally, a Medium or Smaller creature can ride on your spider back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

Speed

Your base walking speed is 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 can't discern color in darkness, only shades of gray.

Hybrid Nature

You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Eight Legged Horror

Due to your unique lower half and large size, people immediately are more afraid of you and trust you less. Disadvantage on all Persuasion and Advantage on Intimidation that involve non-monstrosity & non-aberration creature types. Disadvantage on all Stealth checks due to large size.

Eight Eyes

You are proficient in the Perception skill.

Timely Decisions

Due to your sensitivity to daylight, you roll disadvantage on all Intelligence checks, (this extends to dawn)
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Due to your adept skill during the night you roll advantage on Dexterity Checks (this extends to dusk)

Spider Climb

You have the ability to move up, down, and across vertical surfaces and upside down along ceilings, while being able to carry objects in your hands on your upper arms. In addition, you ignore movement restrictions caused by webbing.

Web Sense

While in contact with a web, the arachne knows the exact location of any other creature in contact with the same web within 120ft.

Web Weaver

At 5th level, you gain the use of webbing. It can be used for any number of purposes including rope for climbing, ensnaring enemies, or crafting traps, just to name a few. You are encouraged to be creative with your use of webbing, but you should be aware of the limit of its length. In addition, you can use the spell Web once without components — your spellcasting ability for this is Intelligence. This trait may be used again after finishing a long rest.

  • You get a number of uses of webbing equal to your proficiency bonus + your Constitution modifier. This total may be renewed after a long rest. Each use of webbing takes up to 20 feet of length. For example, if you want to make a line of 20 feet, that only takes one use, but if you need a length of 25 feet, that takes 2 uses.
  • You may make an attack action to ensnare a single enemy (ranged, if the enemy is not adjacent to you). You may ensnare a medium-sized creature with only one use, a large creature takes 2 uses, and so on (multiplying by 2 again for every size greater). Conversely, you may ensnare up to 2 small-sized creatures with one use, or up to 4 tiny-sized creatures with one use (given that all creatures are adjacent to each other at the time).
  • The target may use its reaction to make a Strength saving throw. On a failed save, the target is restrained until either it or another creature breaks it free. The target may attempt another Strength save on each of its subsequent turns.
  • If you’re targeting a specific body part or piece of equipment with your webs, you would have disadvantage on your attack action. You may choose to make such an attack in order to trip, disarm, blind, or silence your enemy with your webs. Each attempt within 20 feet takes one use of webbing.
  • The webbing is only sticky in places where you want it to be (e.g. one end only for sticking to a ceiling). Webs cannot stick to wet, oily, or extremely hot (fiery) surfaces.
  • Webs are vulnerable to sharp or fiery objects. An attack from those sources would have advantage against your webs.
  • Web break DC and AC = 10 + your proficiency bonus + your Constitution modifier. Your webs also have 4 HP per half-inch thickness. To increase thickness per half-inch consumes one use of webbing.

Natural Armor

You have a chitinous exoskeleton. Your AC is 13 + your Constitution modifier, but due to your body shape you cannot wear armor. A shield’s benefits apply as normal.

Spider Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2 (1d4) poison damage.

Horo Neia Evolution

Since the evolution that has made the Horo Neia what they are now, their ability to use magic has extended to their webbing. You may move your own webbing that comes from you as a Mage Hand spell at will, except that it can be used for the purposes of attacking so long as it is not holding a weapon. Such as using it as a whip, etc. This does not include any other spider's webbing or webbing from the Web spell. When moving your own webbing you cannot move mass groups of webbing. Webbing within 5ft of diameter or a single thread of webbing can be moved.

Languages

You can speak, read, and write Undercommon and one language of your choice.

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