The next creature on our journey on the Arachni Tour Guide is the Arachni Trapper. Calling the Wolf Tribe, one of the three prominent Arachni tribes, home, the Trapper hides in wait to ambush the creatures it calls prey.
If you are interested in the orginal Arachni check it out here: Arachni: Humanoid Spiders. Also, if you found the Trapper interesting, come back Wednesday for the lore on the Wolf Tribe that it calls home.
Lore
The Trapper is an Arachni that specializes in the use of ambushes and traps. They train and sharpen their legs to pierce the ground. They do this to be able to dig traps for any creature unfortunate enough to be called prey by the Arachni. The Trapper calls the Wolf Tribe its home and the method for the sharpening of one’s legs is hidden within the minds of the tribe’s elders.
Additional Notes
This is here to help describe things that may be confusing on the statblock:
- Makeshift Pitfalls: To use this ability the Trapper must move across the battlefield. The DM chooses where the pitfalls will be. The pitfalls must fall somewhere along the path that the Trapper took that turn. Also, I wrote the investgation of a potential pitfall as on check per 5ft square, but you could have one person make a check for the general area instead. I personally think that would make it too easy, but that is up to you.
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