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Arachnid

The arachnid are a spider-like race that makes their societies in the wilderness on the outskirts of civilizations. They possess eight limbs, four primary limbs and four lesser limbs, but are able to join them close together to give themselves the appearance of a normal humanoid. Their natural physiological features grant them unequaled hunting prowess in any environment, from mountains to jungles, and even on odd occasions, urban enviornments.  

Spider-Like Physiology

  THe arachnid people have a number of features in common with spiders. They have two sets of arms and two sets of legs. They possess a dominant set of arms and legs that are far stronger than their lesser limbs. Their primary arms have a thumb, index and middle finger, while their other limb on the same shoulder joint has a clawed ring and pinky finger. The arachnid can use their arms in tandem, allowing them greater strength.    The color of an arachnid's skin and hair varies based on the environment the arachnid calls home. Arachnid people that live in forests and jungles are colored dark green and brown, arachnid that live in mountains are colored with greys and tans, and dark blues and blacks color the skin of an arachnid that reside in caves or in the Underdark.   There are a few differences between the arachnid sexes that seperate males  and females apart. Female arachnid tend to be larger and more muscular than their male counterparts, and have a wispy head of silk-like hair, while males are bald.  

Power and Wisdom

Arachnid are a nomadic people, tending to live on the outskirts of society. These tribes are ruled by a council with the wisest elders, often the druidic and divine influenced arachnid, and the most powerful hunters in the tribe being chosen for the positions. An arachnid society viewers power and wisdom to be the greatest attributes a hunter can have, thus creating an ever-changing group where the strong can be overthrown by the tronger. Confluct within the tribe, such as war or crime, are debated by the council. When there is a circumstance where a decision cannot be made, trial by combat is the decisive meathod of determining a victor in Arachnid society.  

Born Hunters

Arachnid are hunters. No matter the path they choose, the thrill of the hunt runs through their veins. THe arachnid people have evolved to be alpha predators. At a quick glance, they can pass through a crowd looking like any human, but looking closer their primal ancestry is noticed. Both the strider and stalker subrace possess unique abilities that allow the to move through difficult enviornments, which further bolsters their hunting prowess.   The arachnid people not only hunt for food, but also for sport. They take great pride in going on dangerous expeditions to claim powerful prey, and the throphies that the prey may have.  

Scroll of Strange Races II

Arachnid

Player Question: What is Your Ultimate Prey?   The arachnid people are revered for their incredible hunting ability, and they take great pride in hunting the ost difficult prey available. Some arachnid plan in great length, researching fascinating beasts from across the Multiverse, to hunt to clai what they deem to be the ultimate prey.   Use the table below to help decide if your character has a creature they dream of hunting and killing
d10 Ultimate Prey
1 Draegloth
2 Spirit Naga
3 Fire Giant
4 Death Slaad
5 Rashasa
6 Purple Worm
7 Goristro
8 Pit Fiend
9 Solar
10 Ancient Red Dragon
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age: Arachnid reach maturity in their late teens and live a few years longer than humans.
alignment: The independent nature of the arachnid incline them to a chaotic alignment
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You speak, read, and write Common and Undercommon

Scroll of Strange Races II

Stalker Arachnid

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age: Arachnid reach maturity in their late teens and live a few years longer than humans.
alignment: The independent nature of the arachnid incline them to a chaotic alignment
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Undercommon
parent race: Arachnid
race features:
Darkvision. You have superior vision in dark and dim conditions. 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. Web Walker. You ignore movement restrictions caused by webbing.   Web. You are capable of launching blasts of web at potential prey, in an attempt to restrain them. You can cast the web spell as a 2nd-level spell once per long rest. Wisdom is your spellcasting ability for it.   Hunter's Snare. You are an adept trapper, and can use your lower limbs to spool an incapacitated target with webbing. As a bonus action, you can encase one incapacitated creature within 5 feet of you with web, restraining it. A creature restrained by the web can use its action to make a Strength (Athletics check with a DC equal 1o 8 + your Wisdom modifier + your proficiency bonus. If it succeeds, it is no longer restrained.   Additionally, as a bonus action on subsequent turns, you can make one melee attack against a target restrained by your hunter's snare.   Spider Climb. You can crawl across ceilings and walls sitting at the perfect position to set up ambushes. You have a climbing speed equal to your walking speed, and you have the ability to move along vertical surfaces and ceilings while leaving your hands free/

Scroll of Strange Races II

Strider Arachnid

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age: Arachnid reach maturity in their late teens and live a few years longer than humans.
alignment: The independent nature of the arachnid incline them to a chaotic alignment
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Undercommon
parent race: Arachnid
race features:
Darkvision. You have superior vision in dark and dim conditions. 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. Web Walker. You ignore movement restrictions caused by webbing.     Web. You are capable of launching blasts of web at potential prey, in an attempt to restrain them. You can cast the web spell as a 2nd-level spell once per long rest. Wisdom is your spellcasting ability for it.   Hunter's Snare. You are an adept trapper, and can use your lower limbs to spool an incapacitated target with webbing. As a bonus action, you can encase one incapacitated creature within 5 feet of you with web, restraining it. A creature restrained by the web can use its action to make a Strength (Athletics check with a DC equal 1o 8 + your Wisdom modifier + your proficiency bonus. If it succeeds, it is no longer restrained.   Additionally, as a bonus action on subsequent turns, you can make one melee attack against a target restrained by your hunter's snare.   Waterwalk. You are naturally gifted with the ability to create pockets of air that serve as a walkway across water. This allows you to prey on Aquatic creatures that come close to the surface and pursue any creature you come across. You have the ability to move across the surface of water as if it were harmless solid ground.

Civilization and Culture

Naming Traditions

Most arachnid names are given names that are a series of clicks and high pitched squeals. These squeals emphasize the use of a's. These names develop as arachnid grow with age and achievement. An arachnid military general has a name that is incredibly complex, a trophy to their high rank in society.    When an arachnid is dealing with outside races, they usually adopt a simplified version of their name.   Arachnid Names: Byka Baa, Cha Chak, Click-Raa, Mak Zaa, Skra Ska, Utz-Click.

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