An Adventuring group of spiders from around the world. They are all around 1-2ft tall and 15-28 years old. The strongest creature they have defeated is an adult green dragon in the depths of the underground
Laetus
Laetus is a Peacock Jumping Spider from Proskur, brothers with Pax. He is the leader of the Aranea, an adventuring group of spiders that wanted something more in their life
Way of the Open Hand Monk
HP: 91
AC: 18
50ft
Initiative Bonus +5
Saving throws
+5 Strength Saves
+9 Dexterity Saves
+1 Constitution Saves
-1 Intelligence Saves
+3 Wisdom Saves
+0 Charisma Saves
Skills Athletics +8, History +3, Insight +7, Medicine +7, Religion +3
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish, Elvish, Halfling
STR: 12 (+1)
DEX: 20 (+5)
CON: 13 (+1)
INT: 8 (-1)
WIS: 16 (+3)
CHA: 10 (0)
Features:
Unarmored Defense (AC)
Martial Arts (1d8, bonus attack)
Flurry of Blows (1 ki for two unarmed attacks as bonus action)
Patient Defense (1 ki for Dodge as bonus action)
Step of the Wind (1 ki for Disengage or Dash as bonus action, jump distance doubled)
Unarmored Movement (higher speed)
Deflect Missiles (reduce by 1d10+16)
Open Hand Technique (Flurry of Blows may Dex. save or prone, Str. save or pushed back 15 feet, or spoil reactions)
Slow Fall (-55 damage)
Extra Attack (2/attack)
Stunning Strike (1 ki point, Constitution save or stunned)
Ki-Empowered Strikes (unarmed counts as magical)
Wholeness of Body (regain 33 h.p. once betw. long rests)
Evasion (area effect half or no damage)
Stillness of Mind (end charmed or frightened)
Purity of Body (immune disease, poison)
Tranquility (as Sanctuary spell)
11 ki points betw. short or long rests
Jump 180ft
Actions:
Multiattack: Makes 2 attacks
Martial Arts: +9 to hit, reach 5 ft. Hit: 1d8+5 bludgeoning damage. Strike counts as magical to overcome target's resistance to nonmagical attacks and damage. Can also make unarmed strike as bonus action.
Opifex
Opifex is from Priapuri looking to join an adventuring group and soon met Laetus and his younger brother Pax. After many incidents he slowly changed his body to be more robotic than spider
Artillerist Artificer
HP: 91
AC: 15
50ft
Initiative Bonus +1
Saving throws
+0 Strength Saves
+1 Dexterity Saves
+7 Constitution Saves
+9 Intelligence Saves
+1 Wisdom Saves
-1 Charisma Saves
Skills Arcana +9, Insight +5, Medicine +5, Persuasion +3
Senses Darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish, Elvish, Halfling
STR: 10 (0)
DEX: 13 (+1)
CON: 16 (+3)
INT: 20 (+5)
WIS: 12 (+1)
CHA: 8 (-1)
Features:
Magical Tinkering (5 tiny objects)
Ritual Casting
Infuse Item (4 items with Boots of the Winding Path, Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant or Replicate Magic Item - Alchemy Jug, Cloak Of Protection, Hat of Disguise; specific bonuses not added to numbers on this sheet)
Right Tool for the Job ("jury-rig"/conjure any artisan's tools)
Explosive Eldritch Cannon (create mobile flamethrower, force ballista or protector "robot" that can self-destruct)
Arcane Firearm (adds 1d8 to spell attack damage)
Tool Expertise (double proficiency from tools)
Flash of Genius (reaction to add +5 to ally's check or save within 30 feet, 5 uses between rests)
Magic Item Adept (attune to 4 items, craft common or uncommon items half cost)
Spell-Storing Item (action to release spell)
Jump 200ft
War Caster Feat: Adv. on Constitution saves to maintain concentration when hit, cast somatic even when something in both hands, cast spell for opportunity attack reaction
Actions:
Quarterstaff: +4 to hit, reach 5 ft. Hit: 1d6+0 bludgeoning damage. (If used two-handed in melee, does 1d8+0 damage.)
Light Crossbow: +5 to hit. Hit: 1d8+1 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed, reloading limits to only one attack per round regardless of extra attacks.)
Fire Bolt Cantrip: +9 to hit, targets one creature or object within 120 ft. range. Hit: 3d10 fire damage and unattended flammable objects catch on fire.
Spells Slots:
1st level: 4
2nd level: 3
3rd level: 3
Pax
The younger brother to Laetus. He decided to follow the adventuring group for sometime before showing himself, freaking out Laetus but he allowed it
Way of Mercy Monk
HP: 75
AC: 18
45ft
Initiative Bonus +5
Saving throws
+5 Strength Saves
+9 Dexterity Saves
+1 Constitution Saves
+0 Intelligence Saves
+3 Wisdom Saves
-1 Charisma Saves
Skills Acrobatics +9, Insight +7, Medicine +7, Religion +4, Stealth +9
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish, Elvish, Halfling
STR: 12 (+1)
DEX: 20 (+5)
CON: 13 (+1)
INT: 10 (0)
WIS: 16 (+3)
CHA: 8 (-1)
Features:
Unarmored Defense (AC)
Martial Arts (1d6, bonus attack)
Flurry of Blows (1 ki for two unarmed attacks as bonus action)
Patient Defense (1 ki for Dodge as bonus action)
Step of the Wind (1 ki for Disengage or Dash as bonus action, jump distance doubled)
Unarmored Movement (higher speed)
Hand of Healing (1 ki to heal 1d6+3)
Hand of Harm (1 ki to cause 1d6+3 necrotic dmg.)
Slow Fall (-45 damage)
Extra Attack (2/attack)
Stunning Strike (1 ki point, Constitution save or stunned)
Ki-Empowered Strikes (unarmed counts as magical)
Physician's Touch (Hand of Healing ends disease, conditions; Hand of Harm causes poisoned condition)
Evasion (area effect half or no damage)
Stillness of Mind (end charmed or frightened)
9 ki points betw. short or long rests
Jump 160ft
Actions:
Multiattack: Makes 2 attacks
Martial Arts: +9 to hit, reach 5 ft. Hit: 1d6+5 bludgeoning damage. Strike counts as magical to overcome target's resistance to nonmagical attacks and damage. Can also make unarmed strike as bonus action
Surculus
Surculus, a forest spider was found hunting when she met the group. She decided to join after seeing Pax who is a year younger than her
Way of Mercy Monk
HP: 92
AC: 16
50ft
Initiative Bonus +4
Saving throws
+5 Strength Saves
+9 Dexterity Saves
+2 Constitution Saves
+0 Intelligence Saves
+2 Wisdom Saves
-1 Charisma Saves
Skills Investigation +4, Nature +4, Perception +6, Sleight of Hand +9, Stealth +9, Survival +6
Senses Darkvision 60 ft., passive Perception 16
Languages Common, Goblin, Draconic
STR: 12 (+1)
DEX: 20 (+5)
CON: 15 (+2)
INT: 10 (0)
WIS: 14 (+2)
CHA: 8 (-1)
Features:
Favored Foe (mark target, do +1d6 damage)
Natural Explorer: Coast (double proficiency bonus on Wisdom and Intelligence on favored terrain)
Dreadful Strikes (+1d6 psychic damage)
Otherworldly Glamour (+2 bonus to Charisma checks)
Extra Attack (2/attack)
Beguiling Twist (adv. saves vs. charmed, frightened)
Land's Stride (not slowed by terrain, adv. vs. entangling plants)
Nature's Veil (turn invisible)
Fey Reinforcements (cast Summon Fey)
Jump 160ft
Sharpshooter Feat: No disadv. at long range, ignore half- and three-quarters cover, choose -5 on attack to gain +10 damage on hit.
Fighting Style: Archery. Add +2 to hit for any ranged weapon attack.
Actions:
Multiattack: Makes 2 attacks
Shortsword: +9 to hit, reach 5 ft. Hit: 1d6+5 piercing damage.
Longbow: +11 to hit. Hit: 1d8+5 piercing damage. (Normal range to 150 ft.; disadvantage long range 151 to 600 ft. Must be used two-handed.)
Spells Slots:
1st level: 4
2nd level: 3
3rd level: 3
Chemicus
No one knows when he joined the party, he is mostly away from the group working on potions. He dealt the final blow to the Green Dragon
Alchemist Artificer
HP: 91
AC: 15
50ft
Initiative Bonus +1
Saving throws
+0 Strength Saves
+1 Dexterity Saves
+7 Constitution Saves
+9 Intelligence Saves
+1 Wisdom Saves
+0 Charisma Saves
Skills Arcana +9, History +9, Investigation +9, Medicine +5, Nature +9
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish, Goblin, Halfling
STR: 10 (0)
DEX: 13 (+1)
CON: 16 (+3)
INT: 20 (+5)
WIS: 12 (+1)
CHA: 10 (+0)
Features:
Magical Tinkering (5 tiny objects)
Ritual Casting
Infuse Item (4 items with Boots of the Winding Path, Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant or Replicate Magic Item - Alchemy Jug, Cloak Of Protection, Hat of Disguise; specific bonuses not added to numbers on this sheet)
Right Tool for the Job ("jury-rig"/conjure any artisan's tools)
Experimental Elixir (2 flasks, drinking causes random effects)
Alchemical Savant (add +5 to certain healing or damage rolls)
Tool Expertise (double proficiency from tools)
Flash of Genius (reaction to add +5 to ally's check or save within 30 feet, 5 uses between rests)
Restorative Reagents (elixir adds 2d6+5 hp, use lesser restoration 5 times betw. rests)
Magic Item Adept (attune to 4 items, craft common or uncommon items half cost)
Spell-Storing Item (action to release spell)
Jump 140ft
War Caster Feat: Adv. on Constitution saves to maintain concentration when hit, cast somatic even when something in both hands, cast spell for opportunity attack reaction.
Actions:
Multiattack: Makes 2 attacks
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6 bludgeoning damage. (If used two-handed in melee, does 1d8 damage)
Light Crossbow. Ranged Weapon Attack: +5 to hit. Hit: 1d8+1 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed, reloading limits to only one attack per round regardless of extra attacks)
Fire Bolt Cantrip: +9 to hit, targets one creature or object within 120 ft. range. Hit: 3d10 fire damage and unattended flammable objects catch on fire.
Spells Slots:
1st level: 4
2nd level: 3
3rd level: 3