Arthropods
In the shadowed heart of ancient woods and the concealed nooks of age-old caves, the Arthropods rule unchallenged. Their robust exoskeletons, rich in chitin, gleam subtly, evoking the appearance of finely crafted iron.
From spiders to scorpions, these beings display a diverse array of forms and sizes, yet each possesses an innate fierceness and potential for danger.
Tier 1
Giant Centipede
Large, Beast
Tier 1, Challenge Point 6, XP: 6
Attributes
AC 12 AP 3 HP 38 Posture 22
- Passive Insight/ Perception 12
- Senses Blindsenses
- Language None
Movement
Base/ Spider Climb 30 Swim 15 Dash 30 Stats + Skills
STR +2 DEX +4 INT -4 WIS +2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Action (2)
- Bite Hit +4, Dmg 1d6 thrust
- Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 12), or become Poisoned (1d4, 1 turn). A creature that is already Poisoned takes 1d4 extra poison damage instead.
- Triumph: This Attack has a limit of once per round.
- Constrict Hit +4, Dmg 1d6 strike
- Containment: On a hit, a Large or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
- You can only grapple 1 creature at once.
Reaction
- Endure When you take any slash, strike or thrust damages, you can use your Reaction to reduce that damage by 1d4.
Centipede Swarm
Swarm, Small, Beast
Tier 1, Challenge Point 4, XP: 4
Attributes
AC 12 AP 3 HP - Posture 20
- Passive Insight/ Perception 12
- Senses Blindsenses
- Language None
Movement
Base/ Spider Climb 30 Swim 15 Dash 30 Stats + Skills
STR +2 DEX +4 INT -4 WIS +2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Swarm The amount of Posture determines the number of creatures in the swarm. For each 7 Posture lost, the swarm loses 1 Action and 1 Reaction it can take during its turn.
- In addition, the swarm makes all Agility Saves with disadvantage, and if it takes any damage in an area, it doubles that damage.
- Once its Posture reaches 0, the swarm ends.
Action (3)
- Bite Hit +4, Dmg 1d4 thrust + 1 poison
- Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Reaction (3)
- Endure When you take any slash, strike or thrust damages, you can use your Reaction to reduce that damage by 1d4.
Giant Wasp
Large, Beast
Tier 1, Challenge Point 2, XP: 2
Attributes
AC 15 AP 0 HP 7 Posture 9
- Passive Insight/ Perception 15
- Senses Blindsenses
- Language None
Movement
Base/ Fly 30 Clmb/ Swim 0 Dash 20 Stats + Skills
STR -1 DEX +5 INT -4 WIS +5 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
Action (1)
- Sting Hit +5, Dmg 1d8 thrust
- Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 13), or become Poisoned (1d4, 1 turn). A creature that is already Poisoned takes 1d4 extra poison damage instead.
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Wasp Swarm
Swarm, Small, Beast
Tier 1, Challenge Point 4, XP: 4
Attributes
AC 15 AP 0 HP - Posture 13
- Passive Insight/ Perception 15
- Senses Blindsenses
- Language None
Movement
Base/ Fly 30 Clmb/ Swim 0 Dash 20 Stats + Skills
STR -2 DEX +5 INT -4 WIS +5 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
Swarm The amount of Posture determines the number of creatures in the swarm. For each 5 Posture lost, the swarm loses 1 Action and 1 Reaction it can take during its turn.
In addition, the swarm makes all Agility Saves with disadvantage, and if it takes any damage in an area, it doubles that damage.
Once its Posture reaches 0, the swarm ends.
Action (3)
- Sting Hit +5, Dmg 1d4 thrust + 1d4 poison
- Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Reaction (3)
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Tier 2
Giant Spider
Medium, Beast
Tier 2, Challenge Point 4, XP: 8
Attributes
AC 16 AP 3 HP 28 Posture 18
- Passive Insight/ Perception 9
- Senses Blindsenses
- Language None
Movement
Base/ Spider Climb 35 Swim 0 Dash 30 Stats + Skills
STR +4 DEX +6 INT -4 WIS -1 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Aura of Fear At the start of your turn, all creatures within 20 feet of you must succeed on an Insight Save (DC 14) or become Scared of you for 1 turn.
Action (1)
- Bite Hit +6, Dmg 1d12 thrust
- Immobilizing Poison: On a hit, the target must succeed on an Endurance Save (DC 14), or become Poisoned (1d8, 1 turn). While Poisoned this way, the creature also becomes Immobilized.
- Web Hit +6, Dmg 0
- Web Restrain: On a hit, a Large or smaller target becomes Contained and Immobilized by the web. If the target is Enormous or larger, you can shoot the web at its face, making it completely Blinded instead.
- That creature can then use 1 Action to make an Athletics Save (DC 14), bursting out of the web on a success. A Large or larger creature makes this Save with advantage. The creature also breaks free if it takes any fire damage.
- Ranged Attack (30/60)
Bonus Action
- Web Jump Choose 1 space within 60 feet of you. You jump to that space with the help of webs.
- Any Attacks of Opportunity against you are made with disadvantage when you jump this way.
Giant Spider Queen
Enormous, Beast
Tier 2, Challenge Point 8, XP: 16
Attributes
AC 14 AP 3 HP 56 Posture 28
- Passive Insight/ Perception 9
- Senses Blindsenses
- Language None
Movement
Base/ Spider Climb 30 Swim 0 Dash 50 Stats + Skills
STR +8 DEX +6 INT -2 WIS -1 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Aura of Fear At the start of your turn, all creatures within 20 feet of you must succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.
- Command Once per round, you can use a Free Action to make a spider within 60 feet to take an Action on your turn.
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 16), or be pushed 10 feet away and become Stunned and Knocked Prone.
Action (1)
- Bite Hit +8, Dmg 2d8 thrust
- Immobilizing Poison: On a hit, the target must succeed on an Endurance Save (DC 16), or become Poisoned (1d8, 1 turn). While Poisoned this way, the creature also becomes Immobilized.
- Web Hit +8, Dmg 0
- Web Restrain: On a hit, a Large or smaller target becomes Contained and Immobilized by the web. If the target is Enormous or larger, you can shoot the web at its face, making it completely Blinded instead.
- That creature can then use 1 Action to make an Athletics Save (DC 16), bursting out of the web on a success. A Large or larger creature makes this Save with advantage. The creature also breaks free if it takes any fire damage.
- Ranged Attack (30/60)
Bonus Action
- Web Jump Choose 1 space within 60 feet of you. You jump to that space with the help of webs.
- Any Attacks of Opportunity against you are made with disadvantage when you jump this way.
Giant Mosquito
Medium, Beast
Tier 2, Challenge Point 3, XP: 6
Attributes
AC 16 AP 0 HP 3 Posture 9
- Passive Insight/ Perception 16
- Language None
Movement
Base/ Fly 35 Climb/ Swim 0 Dash 10 Stats + Skills
STR -3 DEX +6 INT -4 WIS +6 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Blood Frenzy: Once per round, you can Attack 1 target that is Bleeding as a Free Action.
Action (1)
- Bite Hit +6, Dmg 1d8 thrust
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +5 bonus to your AC, potentially making that Attack miss instead.
Giant Bee
Small, Beast
Tier 2, Challenge Point 2, XP: 4
Attributes
AC 16 AP 0 HP 1 Posture 8
- Passive Insight/ Perception 16
- Language None
Movement
Base/ Fly 35 Climb/ Swim 10 Dash 20 Stats + Skills
STR -3 DEX +6 INT -4 WIS +6 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
Action (1)
- Sting Hit +6, Dmg 3d6 thrust
- Toxic Hit: On a hit, the target must make an Endurance Save (DC 14). On a fail, it takes 1d8 poison damage and it becomes Poisoned (1d8, 2 turns). On a success, it takes half that poison damage, but it does not become Poisoned
- Kamikaze: After you hit an Attack, you then die.
Tier 3
Giant Scorpion
Large, Beast
Tier 3, Challenge Point 8, XP: 24
Attributes
AC 15 AP 3 HP 56 Posture 29
- Passive Insight/ Perception 8
- Senses Blindsenses
- Language None
Movement
Base 35 Climb/ Swim 20 Dash 40 Stats + Skills
STR +8 DEX +5 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Action (3)
Claw Hit +8, Dmg 1d12 strike
Grapple: On a hit, the target becomes grappled if it is Medium or smaller sized. You can grapple up to 2 creatures at once.
Poison Sting +8, Dmg 2d12 thrust
Toxic Hit: On a hit, the target must make an Endurance Save (DC 16). On a fail, it takes 1d8 poison damage and it becomes Poisoned (1d8, 1 turns). On a success, it only takes half that poison damage.
Triumph: This Attack has a limit of once per round.
Death Scorpion
Enormous, Beast
Tier 3, Challenge Point 17, XP: 51
Attributes
AC 15 AP 4 HP 112 Posture 56
- Passive Insight/ Perception 8
- Senses Blindsenses
- Language None
Movement
Base 35 Climb/ Swim 20 Dash 40 Stats + Skills
STR +10 DEX +5 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Aura of Fear At the start of your turn, all creatures within 20 feet of you must succeed on an Insight Save (DC 16) or become Scared of you for 1 turn.
Action (3)
Claw Hit +10, Dmg 2d8 strike
Grapple: On a hit, the target becomes grappled if it is Large or smaller sized. You can grapple up to 2 creatures at once.
Poison Sting +10, Dmg 4d8 thrust
Toxic Hit: On a hit, the target must make an Endurance Save (DC 16). On a fail, it takes 1d8 poison damage and it becomes Poisoned (1d8, 1 turns). On a success, it takes half that poison damage.
Triumph: This Attack has a limit of once per round.
Reaction
- Sick Look When a creature within 5 feet from you makes an Endurance Save, you can use your Reaction and impose disadvantage on that Save.