Medium humanoid (supreme empowered), neutral evil

Armor Class 17 (scout armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

14 (+2) 20 (+5) 14 (+2) 14 (+2) 11 (+0) 10 (+0)

Saving Throws Str +4, Dex +7, Wis +2
Skills Acrobatics +6, Athletics +6*, Perception +2, Stealth +8
Senses passive Perception 12
Languages English
Challenge 2 (450 XP)

Great-Dexterity. Arachinia has the following abilities:

  • Advantageous Dexterity: For the duration, you can spend a bonus action to gain advantage on Dexterity checks and Dexterity saves.
  • Matchless Dexterity: You always win opposed Dexterity checks against opponents without Great-Dexterity but lose these same checks against opponents with Super-Dexterity.
  • Saving Dexterity: While this power is active, you are proficient in Dexterity saves if you weren't already.
  • Defensive Roll: For the duration, you can use your reaction to avoid attacks targeting you. Instead of calculation your Armor Class as 10 + your Dexterity modifier, you can make two Dexterity checks, using the higher result as your AC until the beginning of your next turn. You must accept this result and you cannot use this feature while wearing armor.
  • Great Acrobat: If you're proficient in Acrobatics, you double your proficiency bonus.
  • The benefits of this power do not stack with Super-Dexterity. You only retain the Defensive Roll and Great Acrobat feature.


Multiattack. Arachnia can make two melee attacks with either her venom strike or web-spinner.

Venom Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) poison damage. The target must make a Dexterity save DC 12 of become Poisoned until the beginning of its next turn.

Web-Spinner. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: The target must make a Strength save DC 15 or become Grappled.

Arachnia is an agent of the criminal mastermind Wastrel.

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