House Spider

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This article complies with version 0.96 of Runarcana RPG

"My spiders love company. Shame that company never feels the same."
- Elise Kythera-Zaavan

These small arachnid creatures make up the bulk of the Kythera-Zaavan house's forces, functioning as familiars to the Spider Queen and subduing enemies through sheer numbers.

House Spider Sheets

Individual

House Spider Grunt CR 2
Beast, Tiny
HP AC DR Proficiency Initiative
12 (5d4) 13 +2 +1
Attributes
STR: 1 DEX: 12 CON: 10 INT: 7 WIS: 12 CHA: 6
-5 +1 0 -2 +1 -2
Additional
Senses: Seismic Sense. Passive Perception 13
Speed: 30 feet walking and 30 feet climbing
Skills: Perception +3
Languages: Sylvan
Experience
Collective: 56 Individual: 21
Defesas
Saving Throws: Decterity +3
Characteristics
Pack Tactics. The House Spider has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.
Replaceable. The House Spider receives double damage from spells and effects that require saving throws, except for Dexterity saving throws. If it fails one of these saving throws, the House Spider takes normal damage, not just half as usual.
Spider Climb. The House Spider can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.
Web Sense. While in contact with a web, the House Spider knows the exact location of any other creature in contact with the same web.
Web Walk. The House Spider can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.
Attacks
Bite. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 6 (2d4+1) Piercing damage.
Web (Recharge 6). Ranged Natural Weapon Attack, +3 to hit, 15/30 ft. reach, one target. Upon hitting the target, it becomes trapped by webs. The target can use an action to make a DC 15 Strength check, escaping the web and ending the condition on a success. The web can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Runes
Runic Pulse: Lazulite Pulse (3 points)
Runes. Bloodlust, 1 use.

Colony

House Spider Colony Elite CR 2
Beast, Medium
HP AC DR Proficiency Initiative
64 (12d8+10) 11 +2 +2
Attributes
STR: 1 DEX: 12 CON: 10 INT: 7 WIS: 12 CHA: 6
-5 +1 0 -2 +1 -2
Additional
Senses: Seismic Sense. Passive Perception 13
Speed: 30 feet walking and 30 feet climbing
Skills: Perception +3
Languages: Sylvan
Experience
Collective: 225 Individual: 84
Defesas
Saving Throws: Decterity +3
Characteristics
Collective. The House Spider Colony can enter and exit the space of a creature that is the same size or smaller than itself. The space within the Collective is considered difficult terrain, and the Collective has advantage on attack rolls against creatures within it.
Division. The House Spider Colony can split into two House Spider Colonies one size category smaller using a bonus action, losing half of its maximum and current hit points in the process, and Bite's damage dice are reduced by one category. A House Spider Colony can merge with another of the same size using a bonus action, adding their maximum hit points and increasing their damage dice by one category. A House Spider Colony cannot be smaller than Small. A Small-sized Colony splits into 1d4 House Spiders.
Pack Tactics. The House Spider Colony has advantage on attack rolls against a creature if at least one allied creature is within 5 feet of that enemy creature.
Spider Climb. The House Spider Colony can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.
Web Sense. While in contact with a web, the House Spider Colony knows the exact location of any other creature in contact with the same web.
Web Walk. The House Spider Colony can climb difficult surfaces, including upside down on the ceiling, without needing to make an ability check.
Attacks
Bite. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 10 (2d8+1) Piercing damage.
Web (Recharge 6). Ranged Natural Weapon Attack, +3 to hit, 15/30 ft. reach, one target. Upon hitting the target, it becomes trapped by webs. The target can use an action to make a DC 15 Strength check, escaping the web and ending the condition on a success. The web can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Epic Actions
The House Spider has 2 epic action charges, and can expend one of these charges to act. Only one action can be used at a time at the end of another creature's turn. At the start of the House Spider's turn, the number of charges returns to 2.
  • The House Spider can perform an action and restore its reaction (if it is spent).
  • The House Spider can spend all or the remainder of its movement.
  • The House Spider can repeat a Saving Throw against some effect on itself.
    • Cost. When the House Spider rerolls a saving throw in this way, it loses 1 hit point.
Runes
Runic Pulse: Lazulite Pulse (3 points)
Runes. Bloodlust, 1 use.