The aranean is a Monstrous Humanoid that hales from all across the world, with a specific love of dark forests and underground areas where fewer humans infest the landscape. Though they are well known academically and culturally by the "normal" races, most individuals will go their whole lives without ever seeing an aranean.
Aranean.JPG
Personality: The araneans are said to have originated from unions between the strange Arenea and Humans, but there are strange differences that seem to preclude this belief. Regardless, araneans do exhibit some of the same familial bonds and sedentary nature of Araneas. They are well known for their patience and their innovative creative power, often shown through weaving elaborate works of art or crafting durable buildings, weapons, and armor - all from their webbing. Since many humans, elves, dwarves, and individuals of other races have never met an aranean, the first interaction is often one of surprise - unfortunately, a general distrust and hatred of spiders has led to much prejudice against the araneans and so this surprise frequently turns to fear or hatred.
Physical Description: A typical aranean is slighter than an average human, tall and with delicate limbs, but is of similar average height. Their eyes are faceted and mandibles can be seen working behind their upper lip, generally shown only when very angry. Araneans generally come either very pale or with inky-black skin - the two colorations seem to generally breed true, and the race has shown no social or biological preference. Hair on these primary colorations grows very thin and sparse - most araneans shave at least their heads completely. There are some araneans of both colorations, however, that grow thick brown hair, enough even to impress a dwarf, on most of their bodies - head, face, arms, legs, torso, and all. The most noticeable aranean trait is their four delicate arachnid legs that lay along their back - if fully extended, each is about as long as one of their arms. Their spinneret lies in the small of their lower back and these arachnid legs pull webbing, spin it, and pass it to their hands for ease of use.
Relations: Araneans are generally peaceful people, prone to seclusion and sedentary lives, but other specifics can vary from settlement to settlement. Some araneans feel an intense kinship with the land and the natural places they call home and defend their habitats from any encroachment or abuses by other races - these araneans generally have a fierce hatred for goblinoids and often distrust humans and gnomes, while feeling kinship with elves and fey. Araneans that live closer to humans, either near their small settlements or within their cities, tend to have an appreciation for the ingenuity of gnomes and humans and find lives spent in the woods and wild places to be backwards and strange.
Alignment: Most araneans are inherently neutral, especially those who venerate or live close to nature. While araneans show a great capacity for patience and most are innovative and imaginative, it is also true that many exhibit an exquisite penchant for cruelty. This means araneans can very greatly between law and chaos, but are rarely considered objectively "good." Their societal nature means they rarely end up Lawful Evil.
Religion: Unless an aranean worships Lolth, which is unusual, they tend to give only passing interests to the gods, with many feeling at least respect for the deities of nature. Most araneans who use divine magic become druids - the rest find happiness through physical or intellectual pursuits.
Names: Aranean tend to have three names. The first is their nickname or earned name, which generally relates to a pronounced character trait or pursuit of the aranean - frequently something related to their spider-like nature. Their given name or birth name is their official designation, usually no more than two syllables, chosen by parents at their birth because the sound was appealing. Surnames are often longer and descriptive - they too are often related to spiders, but also can indicate family history or place in greater aranean society.
Adventures: The araneans who feel kinship with nature and wild places most often adventure to defeat threats to their homes, undertake missions for nature or to help elves or fey, or explore deeper into their habitats. Those with a closer kinship to humans tend to be more interested in expanding and mastering their skills, especially with those who appreciate their crafts and abilities.
Regions: The upper levels of the Underdark, sometimes known as the Upperdark, can sometimes house small settlements of araneans, especially near major entrances and exits to the surface. They often will house travelers and have useful things to sell, but are very quick to turn aside those they deem overly violent or dangerously prejudiced. Cities frequently have a disproportionately small number of araneans, and those that do reside within city walls are frequently loners who either scrape a living at the edge of society, or set up a business in a small area where they are accepted and appreciated. Most araneans are found at the edges of the civilized places, in and around small farming communities or in the deepest parts of dense woodlands - some have even managed to form desert communities, laying out huge "web farms" during the day to catch small animals.

Hit die

d8

Skill points

2 + Int

Racial Traits

  • Starting Ability Score Adjustments: +2 Dex, -2 Int. Araneans are very quick, but they lack the sophisticated intellect of many races. Over time, many of their ability scores continue to improve.
  • Monstrous Humanoid Type: Araneans are monstrous humanoids.
  • Speed: Land speed is 30 ft, with a climb speed of 15 ft. Like any creature with a climb speed, araneans have a +8 racial bonus on Climb checks and can always take 10 when making Climb checks.
  • Darkvision: 60 ft.
  • +2 racial bonus on Hide and Spot checks; araneans are skilled at evading foes and tracking prey.
  • Automatic Languages: Common and Sylvan. Bonus Languages: Undercommon, Elvish, Gnome.
  • Favored Class: Rogue.

Class Skills:

Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Spot (Wis), Use Rope (Dex),

Class Features

All of the following are class features of the aranean.

Weapon and Armor Proficiency: Araneans are proficient with all simple weapons, plus Bolas, Lassos, Nets, and Whips. The aranean is proficient with light armor, but not with shields.

Feats: An aranean receives one feat at 1st level and another at 5th level. After 5th level, it gains feats normally according to its effective character level (the total of its Hit Dice, level adjustment, and class levels). At 3rd level, the aranean gets Skill Focus (Craft: trapmaking) as a bonus feat.

Bite: The aranean has a bite attack that is a natural weapon dealing the indicated damage plus 1-1/2 times its Strength bonus.

Web (Ex): The aranean can spin sticky webs suitable for combat. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. An entangled creature can attempt to escape as a standard action with an Escape Artist check (DC 10 + 1/2 HD + Con modifier) or a Strength check (DC 14 + 1/2 HD + Con modifier). The Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Spinning and throwing a web is a standard action.
The aranean can move across its own webbing (including sheet webbing, see below) at its climb speed and can determine the exact location of any creature touching its web. The aranean can throw webbing a number of times per day equal to 1 + its Constitution modifier. It gains an additional use at 3rd and 5th level.

Webcraft (Ex): The aranean can use its webbing as a construction material for weapons, armor, and traps. All webcraft objects deteriorate after several months if not regularly treated with the oil secreted by the aranean's skin. Webcraft armor and weapons are also susceptible to fire; 2 rounds of contact with flame ignites them, burning them away in 2d4 rounds.
Starting at first level, the aranean can create weapons and armor using its webbing with a successful Craft (armorsmith) or Craft (weaponsmith) check (indicated in the item's entry). Each day of crafting also expends a daily use of Web.
At 3rd level, the aranean can use its webbing to create spikes and edges in its traps, each sharp feature typically dealing 1d6 points of damage. Doing so increases the DC of the Craft (trapmaking) check by +5 and expends a daily use of Web each day of crafting.
At 5th level, the aranean's expertise with its web allows it to create sheets of sticky webbing. An aranean can create a sheet up to 30 feet square by expending a daily use of Web and succeeding on a Craft (trapmaking) check (DC 10 + 1 per 5-foot-square section). Spinning and placing each 5-foot-square section of sheet webbing is a full-round action that provokes attacks of opportunity.
Creatures approaching a sheet of webbing must succeed on a DC 20 Spot check to notice it, or they stumble into it and become trapped as though by a successful Web attack. Ensnared creatures get a +5 bonus to their Escape Artist and Strength checks if they have something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.

Poison (Ex): Starting at 2nd level, the aranean's bite injects a poison that deals the indicated primary and secondary damage (DC 10 + 1/2 HD + Con modifier).

Level
HD
BAB
Fort
Ref
Will
Skills
Special
1
1d8
+1
+0
+2
+2
(2 + Int mod) x 4
Feat, Bite 1d4, Web, Webcraft (weapons and armor)
2
1d8
+1
+0
+2
+2

+2 Con, Poison (1d4 Str/1d4 Str), +1 natural armor
3
2d8
+2
+0
+3
+3
2 + Int mod
Skill Focus, Webcraft (traps)
4
2d8
+2
+0
+3
+3

+2 Wis, Bite 1d6, Poison (1d6 Str/1d6 Str)
5
3d8
+3
+1
+3
+3
2 + Int mod
Feat, Webcraft (sheet webbing)


Related Feats:

Aranean Trapmaster