Cek'zuq
I have a single web I'm constantly improving, I want it to be my ultimate dream home one day. Next I'll gain a mate, and then eat their head off after reproducing.
Culture
Cek'zuq CR: 6 (2300 XP)
STR
16 +3
DEX
16 +3
CON
18 +4
INT
13 +1
WIS
14 +2
CHA
12 +1
Fae Ancestry. The cek'zaq has advantage on saving throws against being charmed, and magick can't put the cek'zaq to sleep.
Innate Spellcasting. The cek'zaq innate spellcasting ability is Wisdom (spell save DC 13). The cek'zaq can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, fae fire
Spider Climb. The cek'zaq can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the cek'zaq has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The cek'zaq ignores movements restrictions causes by webbing.
Actions
Multiattack. The cek'zaq makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 1d4 piercing damage plus 9 2d8 poison damage. Lonesword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 1d8+3 slashing damage, or 8 1d10+3 slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 1d8+3 piercing damage plus 4 1d8 poison damage.
Table of Contents
Quick Facts
10 years (male)
Appearance
Centuar: 7-8 feet (213.36 - 243.84 cm)
Cek'zaq Traits
Ability Score Increase. Dexterity score increases by 1.Age. Cek'zuq reach adulthood at around 8 years old and live for as long as 50 years. However, male life expectancy is below the age of 10.
Alignment. Most cek'zuq are evil in nature, given their reputation. Those who are raised outside of cek'zuq tribes are not always evil, but are self-centered and chaotic in alignment.
Size. Even with their bulbous abdomen and eight spider legs, they are still slightly taller than the average human. Size is Large.
Speed. Base walking speed is 30 feet.
Darkvision. 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. Can't discern color in darkness, only shades of gray.
Spider Climb. Can climb difficult surfaces, including walls, and ceilings, they do not need to use their hands for this. Climbing speed equal to walking speed
Cunning Artisan. As part of a short rest, they can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, a spear, or 1d4 darts or blowgun needles. To use this trait, they need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. Alternatively, they can use their short rest to create a whip or net using their own webbing or a short bow from the bone of a slain creature and their own webbing. Using this webbing does not use their action to create a spiders web.
Spider Web. As an action, they conjure a mass of thick, sticky webbing at a point of their choice within 60 feet. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself at the start of their next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against the cek'zuq's spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. After they use their spider web, they can’t use it again until they complete a short or long rest.
Languages. You can speak, read and write Common, Elvish, and Infernal.
Subrace. The two subraces of cek'zaq are divided up into female and male.
Female Cek'zaq
Female cek'zaq are the dominant sex, they are stronger, faster and bigger than the males.Ability Score Increase. Your Strength and Constitution scores increases by 1.
Natural Hunter. You are proficient in spears, glaives, nets and whips.
Male Cek'zaq
Male cek'zaq are the slave caste, they're small, submissive and downtrodden. Ability Score Increase. Your Wisdom and Intelligence scores increases by 1.Survival Instinct. You are proficient in the Survival Skill.
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