DROW ARACHNOMANCER – 5e stats

Medium humanoid (elf), chaotic evil

Armor Class 15 (studded leather)
Hit Points 162 (25d8 + 50)
Speed 30 ft., climb 30 ft.

Proficiency Bonus +5
Proficiency Bonus +11 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
11 (+0)17 (+3)14 (+2)19 (+4)14 (+2)16 (+3)

Saving Throws Con +7, Int +9, Cha +8
Skills Arcana +9, Nature +9, Perception +7, Stealth +8
Damage Resistances poison
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 17
Languages Elvish, Undercommon, can speak with spiders
Challenge 13 (10000 XP)

Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can’t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

Spellcasting. The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker. The drow ignores movement restrictions caused by webbing.

ACTIONS

  • Multiattack The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target.
  • Poisonous Touch (Humanoid Form Only) Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage.
  • Bite (Giant Spider Form Only) Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) 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 paralyzed while poisoned in this way.
  • Web (Giant Spider Form Only Recharge 5-6) Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; 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


DESCRIPTION

A Drow Arachnomancer is a dark elf who has devoted themselves to the mastery of spider magic. They are arcane spellcasters who can shapeshift into giant spiders, command and rebuke spiderkind, create webs of steel, and unleash blasts of venomous spiders. They bear spider-shaped scars on their faces as a sign of their dedication to Lolth, the Spider Queen, and the source of their power. They are feared and respected among the drow society, as well as by other races that dwell in the Underdark.

COMBAT

A Drow Arachnomancer is a cunning and ruthless combatant who uses their spider abilities to gain an advantage over their enemies. They can change into a giant spider form as a bonus action, gaining enhanced mobility, senses, and natural weapons. They can also speak and cast spells while in spider form, making them versatile and unpredictable. They prefer to fight in darkness or underground, where they can use their webbing to create traps, barriers, or escape routes. They can also command or rebuke spiders in their vicinity, using them as allies or distractions.

A Drow Arachnomancer has a number of spells at their disposal, mostly related to spiders, poison, or darkness. They can poison their enemies with a touch or a bite, dealing extra damage and possibly paralyzing them. They can create a cloud of darkness that obscures vision and hinders attacks. They can summon swarms of poisonous spiders that bite and disappear. They can also cast other spells that enhance their own abilities or hinder their foes.

A Drow Arachnomancer is not afraid to fight dirty or use deception to gain an edge. They may pretend to surrender or parley, only to strike when their enemies lower their guard. They may also use their spider form to spy on or ambush their enemies, taking advantage of their blindsight and web walker traits. They are loyal to Lolth and the drow society, but they may also cooperate with other races that share their affinity for spiders, such as aranea or chitine.

HABITAT / SOCIETY

A Drow Arachnomancer lives in the Underdark, the vast network of caverns and tunnels that lies beneath the surface world. They are usually found among the drow cities or outposts, where they serve as priests, advisors, or leaders. They are highly regarded by their fellow drow, who see them as favored by Lolth and skilled in her sacred magic. They often have access to the best resources and privileges that the drow society can offer.

A Drow Arachnomancer may also venture outside the drow settlements, either alone or with a group of followers or allies. They may seek out ancient ruins, hidden secrets, or powerful artifacts related to spiders or Lolth. They may also conduct experiments, rituals, or raids involving spiders or spider magic. They may encounter other races that inhabit the Underdark, such as duergar, svirfneblin, illithids, or beholders. Depending on the situation, they may try to avoid them, negotiate with them, or attack them.

A Drow Arachnomancer has a strong bond with spiders and spiderkind. They can communicate with them and influence their behavior. They may keep them as pets, familiars, guards, or mounts. They may also breed them, enhance them, or transform them using their magic. They respect and revere spiders as sacred creatures of Lolth and symbols of her power.

ECOLOGY

A Drow Arachnomancer is a rare and dangerous creature that affects the ecology of the Underdark in various ways. They may alter the environment using their webbing or spells, creating obstacles or hazards for other creatures. They may also introduce new species of spiders or spider hybrids into the ecosystem, either intentionally or accidentally. These new creatures may compete with or prey on the native fauna, disrupting the balance of nature.

A Drow Arachnomancer is also a potential threat to any creature that crosses their path. They may attack them for food, sport, or spite. They may capture them for experimentation, sacrifice, or slavery. They may also ignore them if they pose no interest or challenge to them. A Drow Arachnomancer is rarely friendly or cooperative with other creatures unless they share their devotion to Lolth or their fascination with spiders.