Medium monstrosity (shapechanger), neutral
Armor Class 14 (Natural Armor), 10 (humanoid form)
Hit Points 22 (5d8)
Speed 30 ft. (humanoid form), climb 30 ft. (spider form)
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 11 (+0) | 14 (+2) | 12 (+1) | 13 (+1) |
Saving Throws (suggested) Dex +5, Int +4
Skills Stealth +5
Immunities polymorph spells
Senses Darkvision 60 ft., passive Perception 13
Languages Aranea plus the language of the humanoid they emulate
Challenge 3 (700 XP)
Shapechanger. The aranea can use 1 full round aciont to polymorph into a medium or large humanoid, a hybrid form or a spider form (see combat paragraph for more details). The aranea picks one specific humanoid per level.
Spellcasting. The aranea is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The aranea has the following wizard spells prepared:
- Cantrips (at will): mage hand, minor illusion
- 1st level (4 slots): detect magic, identify, shield
- 2nd level (2 slots): detect thoughts, mirror image, phantasmal force
ACTIONS
- Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage plus 2 (1d4) poison damage. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, a poisoned character loses 1d4 points of dexteirty per round until the saving throw is successful.
- Web (Recharge 5-6). Ranged Weapon Attack: +3 to hit, reach 30/60 ft., one medium or smaller creature. The creature is restrained by webbing. As an action, the restrained creature can make a DC 10 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
Aranea
Aranea are a race of intelligent, shape-shifting spider-like creatures that inhabit various forested regions, such as the Spider Swamp in Calimshan, a region of the Forgotten Realms setting. They are not true lycanthropes, but they can transform between the appearance of a humanoid and a giant monstrous spider. They also have a third, hybrid form that combines features of both. Aranea are inherently magical beings and can cast spells like sorcerers. They prefer illusion, enchantment, and charm spells and avoid fire spells. They are generally peaceful and do not prey on sapient creatures, but they will defend themselves if threatened or attacked.
Description
Aranea have three distinct forms: humanoid, spider, and hybrid. Their humanoid form is that of a human, a half-elf, or, in some rare cases, a drow. The form and gender they can take is fixed at birth. In their natural form, they look like giant humpbacked spiders with some subtle differences. They have a pair of short arms ending in many-jointed fingers and double-jointed thumbs, which extend from below their mandibles. Their brain is located in a large hump on their back. In their hybrid form, they have a humanoid torso and head, but with sharp fangs, two spinnerets in the palm of each hand, and four eyes instead of two. Each finger and thumb typically has an extra joint as well. No two aranea have exactly the same hybrid form.
Aranea are highly intelligent and can speak Common and Sylvan. They have darkvision and low-light vision. They can move swiftly on land or by climbing.
Aranea take great pains to conceal their dual nature, partly because of the unjust animosity felt toward them by other races. From birth, they are taught that they have two distinct identities. Individuals are forced to keep these two identities separate, never to reveal the secret to other races. Those who do are considered traitors; they are dealt with harshly and quickly by other araneas.
Due to old legends of their purported evil, aranea are almost universally despised as a sort of bogeyman. A revealed aranea will most likely be hunted down by everyone in the area – especially other araneas. The pose of a tame aranea who has converted to the cause of good may be possible, but it would still be hunted by other araneas.
Combat
Aranea try to avoid combat, but if pressed into it, they will use their webs and spells to immobilize or distract the most powerful opponents first. They will take prisoners and exchange them for ransom rather than killing them. In hybrid or natural forms, aranea have poisonous bites that can paralyze or weaken their victims. They can also spin webs that can entangle or ensnare their foes. Aranea are vulnerable to fire and will flee from it if possible.
Habitat / Society
Aranea live in various forested regions that are home to many other types of spiders and insects. They dwell in large communal webs that they construct among the trees and plants. They have a loose social structure based on family ties and mutual respect. They do not have a formal government or hierarchy, but they will defer to the elders or the most powerful spellcasters among them. Aranea are secretive and isolationist, preferring to stay away from other races and civilizations. They have a deep reverence for nature and worship the goddess Lolth, whom they believe to be their creator and protector.
Aranea are omnivorous, but they mainly feed on animals that they catch with their webs or spells. They do not eat sapient creatures unless they are desperate or provoked. They will trade with other races if they offer something of value or interest to them, such as magic items, books, or rare materials.
Most araneas feel superior to other races due to their long history and special abilities. They can be cold, calculating, and secretive, but they are rarely evil. They also tend to be suspicious of others, expecting them to have secrets as well.
Ecology
Aranea are a rare and mysterious race that have a unique role in the ecosystem of the forests they inhabit. They help maintain the balance of nature by controlling the population of other spiders and insects that could otherwise overrun the area. They also protect the forest from intruders or invaders that could harm or destroy it. Aranea are not aggressive or evil, but they are wary of outsiders and will defend their home if necessary.
Aranea reproduce by laying eggs that hatch into spiderlings. The spiderlings grow quickly and undergo several molts before reaching adulthood. Aranea can live for up to 100 years if they avoid disease or injury.
Aranea have few natural enemies, except for fire-based creatures or beings that hunt them for sport or profit. Some adventurers or explorers may seek them out for their venom, silk, or magic abilities. Aranea will try to avoid confrontation with such foes, but they will fight back if cornered or threatened.
Aranea are fascinating creatures that combine the traits of spiders and humanoids in a remarkable way. They are a hidden treasure of the forests and a wonder of the natural world.