Arachnicid (5e Creature)
From D&D Wiki
Large monstrosity, chaotic evil
Spider Climb. The Arachnicid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the Arachnicid knows the exact location of any other creature in contact with the same web.
Web Walker. The Arachnicid ignores movement restriction caused by webbing.
Multiattack. The Arachnicid makes three attacks, two with its claws and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus (2d8) poison damage. The target must make a DC 13 Constitution saving throw. On a failure, if the creature is a humanoid, beast or monstrosity, they will become inflicted with type 2 Arachnomania. Symptoms will emerge 1d8 hours after being affected.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) slashing damage. The target must make a DC 11 Constitution saving throw. On a failure, the target becomes poisoned for 1 hour.
Web (Recharge 4-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 13; 17 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Aracnicids are commonly thought to be savage, but in reality, they are as civilized as most humans.They form hidden underground communities, usually run by Driders, who are smarter. They often trap humanoids to transform into Arachnicid Beasts with their poisonous bites. Aracnicids reproduce by laying silk-wrapped eggs. The female Aracnicids breast-feed the young before they can eat solid food. Aracnicids mature at the same rate as humans, developing spinneret use at adolescence. Contrary to popular belief, aracnicids have been seen to have much emotional attachment to their young. Aracnicids have been known to attack underdark settlements to grow the hive. Aracnicids can be reasoned with, but thy do not covet anything of interest to other races. Aracnicids do not practice any magical arts, and tend to fear magic, a weakness that helps spellcasting Driders keep them in line. This can also be exploited by adventurers, as Aracnicids will not willingly attack magic-users. Despite their fear of magic, a hive is a force to be reckoned with.