Spider Men
Spider Men
Medium Beast, lawful evil
Armor Class 16 (natural armor +2)
Hit Points 26 (4d8 + 8)
Speed 40 ft., climb 40 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
15 (+2)
14 (+2)
14 (+2)
10 (+0)
Skills Acrobatics +5, Athletics +5, Deception +3, Nature +5, Perception +5, Stealth +8, Survival + 5 Senses blindsight 15 ft., darkvision 60 ft., passive Perception 12 Languages Spiderspeak, common Challenge 5 (200 XP) Reaching Arms. The top arm on each side of the Spider Men has the ability to stretch out granting a 15 foot reach for weapons held in those hands, or for grapple attacks can wrap completely around a medium creature. Used in conjunction with jumps this allows for reaching higher ledges as well. Used in thrown attacks it extends the short and long range of the thrown attack by 15 feet. Spider Climb. The Spider Men can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the Spider Men know the exact location of any other creature in contact with the same web. Web Walker. The Spider Men ignore movement restrictions caused by webbing. Leap. The Spider Men's 10 foot running long jump is up to 30 feet and their high jump is up to 15 feet. Their standing long jump is 20 feet and their high jump is up to 10 feet. Actions Multiattack. The Spider Men make four attacks, only one of which can be a bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.(or if top arms 15 ft.), one creature. Hit: 6 (1d4 + 2) slashing damage. Instead of dealing damage, the Spider Men can grapple the target (escape DC 14). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 6 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is confused while poisoned in this way. Brain Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) piercing damage, and the if the target has failed the poison save from the Poison Bite attack they must make a DC 12 Wisdom saving throw, taking 6 (2d6) Intelligence or Wisdom (victims choice) damage on a failed save, or half as much damage on a successful one. Ability score damage is then added to the Spider Men’s ability score until they have completed a long rest. Spider Men not engaged in combat may use this ability on an incapacitated or unresisting target in such a way as to not do any real piercing damage. The fangs for this attack are hypodermic needle thin and long, which is why they do damage when attacking, the other fangs will definitely pierce as well used in a rush. Their fangs are harder than diamond and will pierce steel but not enchanted armor. . Web (Recharge 4–6). Ranged Weapon Attack: +6 to hit, range 25/50 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 6; vulnerability to cold damage; resistance to fire damage; immunity to bludgeoning, thunder, poison, and psychic damage). Description Spider Men are native to tropical forests where they make their homes among the canopies and feeding on creatures that move below. To snare its prey, Spider Men spin elaborate traps with webs or shoot sticky strands of webbing from its lower abdomen or mouth. Spider Men are most commonly found in caves and forests, making their lairs on cave ceilings, holes in the ground, or canopies; preferring dark, web-filled crevices. Such lairs are often almost ornately filled with web cocoons holding past victims turned into furniture and walls among other things. They are a male dominated society, with fewer than one female being born compared to a thousand males. They enslave their females, forcing them to breed and stay out of harm’s way. Males have rank based on their value to society, and this forms the basis of their meritocracy based society. They rarely have settlements that get too large without attracting too much attention and enemies from neighboring races. They almost never leave their society, they may change allegiance from one warlord to another, but rarely do they leave to live among other races. Those that do tend to prefer studying and working as fighters, wizards, druids, rangers, rogues, and warlocks in that order of frequency. While they can survive on animal brains, their diet makes them a pariah in most cities and settlements of humanoids.
Skills Acrobatics +5, Athletics +5, Deception +3, Nature +5, Perception +5, Stealth +8, Survival + 5 Senses blindsight 15 ft., darkvision 60 ft., passive Perception 12 Languages Spiderspeak, common Challenge 5 (200 XP) Reaching Arms. The top arm on each side of the Spider Men has the ability to stretch out granting a 15 foot reach for weapons held in those hands, or for grapple attacks can wrap completely around a medium creature. Used in conjunction with jumps this allows for reaching higher ledges as well. Used in thrown attacks it extends the short and long range of the thrown attack by 15 feet. Spider Climb. The Spider Men can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the Spider Men know the exact location of any other creature in contact with the same web. Web Walker. The Spider Men ignore movement restrictions caused by webbing. Leap. The Spider Men's 10 foot running long jump is up to 30 feet and their high jump is up to 15 feet. Their standing long jump is 20 feet and their high jump is up to 10 feet. Actions Multiattack. The Spider Men make four attacks, only one of which can be a bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.(or if top arms 15 ft.), one creature. Hit: 6 (1d4 + 2) slashing damage. Instead of dealing damage, the Spider Men can grapple the target (escape DC 14). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 6 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is confused while poisoned in this way. Brain Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) piercing damage, and the if the target has failed the poison save from the Poison Bite attack they must make a DC 12 Wisdom saving throw, taking 6 (2d6) Intelligence or Wisdom (victims choice) damage on a failed save, or half as much damage on a successful one. Ability score damage is then added to the Spider Men’s ability score until they have completed a long rest. Spider Men not engaged in combat may use this ability on an incapacitated or unresisting target in such a way as to not do any real piercing damage. The fangs for this attack are hypodermic needle thin and long, which is why they do damage when attacking, the other fangs will definitely pierce as well used in a rush. Their fangs are harder than diamond and will pierce steel but not enchanted armor. . Web (Recharge 4–6). Ranged Weapon Attack: +6 to hit, range 25/50 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 6; vulnerability to cold damage; resistance to fire damage; immunity to bludgeoning, thunder, poison, and psychic damage). Description Spider Men are native to tropical forests where they make their homes among the canopies and feeding on creatures that move below. To snare its prey, Spider Men spin elaborate traps with webs or shoot sticky strands of webbing from its lower abdomen or mouth. Spider Men are most commonly found in caves and forests, making their lairs on cave ceilings, holes in the ground, or canopies; preferring dark, web-filled crevices. Such lairs are often almost ornately filled with web cocoons holding past victims turned into furniture and walls among other things. They are a male dominated society, with fewer than one female being born compared to a thousand males. They enslave their females, forcing them to breed and stay out of harm’s way. Males have rank based on their value to society, and this forms the basis of their meritocracy based society. They rarely have settlements that get too large without attracting too much attention and enemies from neighboring races. They almost never leave their society, they may change allegiance from one warlord to another, but rarely do they leave to live among other races. Those that do tend to prefer studying and working as fighters, wizards, druids, rangers, rogues, and warlocks in that order of frequency. While they can survive on animal brains, their diet makes them a pariah in most cities and settlements of humanoids.
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