Ariachne

by SFUTH

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Ariachne

As Siobhan walked through the cave, she began feeling a prickling sensation in the back of her neck. Turning around, she was too late to stop the threads wrapping around her mouth as she was pulled up toward the ceiling, the hungry face of the creature above her smiling, licking its lips in anticipation.

The Ariachne are an all female race descended from the Fíodóir Máthair, the Mother Weaver in charge of spinning the thread of destiny. However, years of corruption have caused quite a large number to turn towards their monstrous sides, with few interacting with society. Those that do are typically scorned, as the more well known specimens are not shy about eating just about anything.

That said, all Ariachne are still touched by the grace of fate, and will bring this forward for those that they care about.

Spider Descent

Contrary to popular belief, the physical appearance of Ariachne is not due to a curse, but instead serves as a function to create the webs of fate. As an all female species, Ariachne seek mates of other species, and give birth to either Ariachne daughters or sons of the fathers race.

Ariachne bodies share many similarities with spiders, and they have many spider-like abilities. Their legs can climb up walls or off ceilings, they produce threads, and some even have poisonous bites. That said, their upper halves, with the exception of their eyes, behave almost exactly like their human counterparts.

Master Weavers

Ariachne are able to spin threads of webbing like spiders, using spinnerets found in the tips of their fingers. This fine silk is quite strong, and they are known for making beautiful clothing and tapestries. Other Ariachne use these threads for hunting their prey, of which they are not picky.

The Weft and Weave of Fate Guides

Ariachne carry the power of the Mother Weaver in their spirit. This gives them a strong tie to destiny, both in themselves or others. Ariachne tcan find themselves drawn to people with strong destinies, and help them see their quests through, while usually keeping to the shadows themselves. The more aggressive Ariachne use their innate knowledge of destiny to know where and when to set their traps.

Physical Appearance

Ariachne have human looking torsos and heads, with a spider abdomen and 6 lower legs. They have 2 human-like arms on their torsos. All of an Ariachne's limbs, as well as their spider halves, are covered in a chitinous exoskeleton. Their faces have 2 human eyes, as well as 4 more narrow eyes that form an arc above their 2 main eyes. Ariachne also host small fangs in their mouths, with the more savage one having sharpened teeth to go with it. Ariachne hair ranges from white, brown, and many shades of gray. Their human eyes can be almost any color, while their narrow spider like eyes are nearly pitch black. Civilized Ariachne's human halves are typically regarded as quite beautiful, while the monstrous Ariachne tend to lose this in their endless hunger.

Ariachne Traits

Your Ariachne character gains these characteristics due to their unusual heritage.

Ability Score Increase. Your Strength score increases by 2 points thanks to your large body.

Age. Ariachne mature faster than humans, reaching sexual maturity around age 15. They also age more rapidly, and most Ariachne do not live past age 70.

Alignment. Ariachne tend to be neutral, as they understand that the fate of the universe pulls in both directions, however their personal experiences may draw them towards any alignment.

Size. Ariachne stand around 7 feet tall thanks to their large spider halves. Ariachne weigh between 160-200 pounds. Your size is medium.

Speed. Your base walking speed is 25 feet. You have a climbing speed of 30 feet.

Spider Limbs. Thanks to your spider lower body, you can climb without the use of your hands, and can climb difficult surfaces, such as upside down on ceilings, without needing to make a check. You also ignore difficult terrain caused by your own webbing.

Web Weaving. You gain proficiency with weaver's tools. In addition, thanks to your spinnerets, you can create fine silk for many uses.

  • You can use a bonus action on your turn to make a net from your webbing, as the weapon. You are proficient with this weapon, and have advantage on attacks made with it. Creatures caught by your net have disadvantage on checks made to free themselves.
  • You can spend 10 minutes creating a series of webs, spreading them in an area to mimic the effects of the Web spell, except you don't need to maintain concentration on it. Your save DC for these webs is equal to 5 + your proficieny bonus + your Strength modifier. Using up this amount of webs tires you, and you cannot use your webs to create this effect until you finish a long rest.

Subrace Two subraces of Ariachne are found within Æthiria: Weavers and Tearers. Choose one of these subraces.

Weavers

Weaver Ariachne are more in tune with the thread of destiny, and find themselves able to shift it in favor of those they care about.

Ability Score Increase. Your link to the threads of fate increase your Wisdom score by 1.

Fate Weaving. Your connection to fate allows you to occasionally intervene. When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by another creature that you can see with this foretelling roll. You must choose to do so before the roll. This roll is lost after use or after finishing a long rest.

Loom Reading. You gain proficiency in the Arcana skill.

Languages. You can speak, read, and write Common and Sylvan.

Tearers

Tearer Ariachne are the more monstrous side of the race, and they find themselves using their connection with destiny to take it from others.

Ability Score Increase. Due to your renouncing of fate, your Constitution score increases by 1.

Tearing the Threads. Whenever you land a killing blow on an enemy, you rend their remaining fate from them. Roll a number of D6s equal to your proficiency bonus and gain the result as temporary hit points which last for 24 hours.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Tearing Fangs. Your fangs count as natural weapons, which you can use to make unarmed strikes. When you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and Undercommon.

 

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