Spiderkin Widowmaker

by 1d6Adventurers

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Spiderkin Widowmaker

Widowmakers are the elite troops of spiderkin society, employing their training and naturally strong build to defend the grand widow from harm.

Bad Vibrations. Large from birth, the widowmakers are immediately apparent from their extra set of legs, giving them their extra stability. Their broadness and extra legs also give them a more steadfast posture while expertly wielding their flamberge, the weapon of choice for the widowmakers not least of all due to their ability to inflict unpleasant vibrations when clashed with another weapon.

Selfless Protectors. Trained to protect not only themselves but those around them, they can impart protection not only by their own hand, but also by sage advice and divine guidance. Widowmakers can transfer some of their own lifeforce to heal their allies, though this privilege is typically only reserved for the grand widow, and almost exclusively as a last resort.

Preferred Partner. Due to their proximity, unfailing loyalty, and peak physical specimen, a widowmaker is most likely to be become the partner of the grand widow, and subequently the father of one or more generations of spiderkin nobility.



Spiderkin Widowmaker

Medium humanoid (spiderkin), any alignment


  • Armor Class 15 (breastplate)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 11 (+0) 14 (+2) 9 (-1)

  • Skills Intimidation +3
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Languages Common, Spiderkin
  • Challenge 9 (5,000 XP)

Innate Spellcasting. The spiderkin's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no somatic components:

At will: speak with animals (spiders only)
3/day: life transference, shield of faith, web

Quadruped. The spiderkin has advantage on Strength and Dexterity saving throws and opposed checks made to avoid being shoved and against affects that would knock it prone.

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

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

Actions

Multiattack. The spiderkin makes two attacks: one with its barbed claw, and one with its flamberge.

Barbed Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) piercing damage at the start of each of its turns. The spiderkin can grapple one creature at a time, and can't use its barbed claw against another creature while doing so.

Bite (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. If the target is a creature it must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage.

Flamberge Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Reactions

Flamberge Protection When a creature the spiderkin can see attacks it or a creature within 5 feet of it, it can impose disadvantage on the attack roll. To do so, the spiderkin must be wielding a flamberge. If this causes a melee attack to miss, the attacker takes 4 (1d8) thunder damage.

Created by u/1d6Adventurers for /r/MonsteraDay

Artwork by Skulldixon

 

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