literature

Aranyad / Jorogumo

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Aranyad

Medium size Fey

Hit dice: 4d6+4 (20 hp)
Initiative: +4
Speed: 25 ft, climb 30 ft
Armor class: 17 (+4 Dex, +2 natural, +1 feat)
Base attack/Grapple: +2/+3
Attacks: Bite -2 melee 1d2 plus poison
6 Shortswords +6 melee 1d6+1 19-20/×2
Space/reach: 5 ft/5 ft
Special Attacks: Poison, Spell-like Abilities, Web
Special Qualities: Low-light vision, Darkvision 60 ft, DR 5/cold iron, +2 vs poison
Saves: F +2, R +8, W +5
Abilities: Str 12, Dex 19, Con 13, Int 12, Wis 12, Cha 15
Skills: Balance +9, Climb +12, Craft (trapmaking) +7, Hide +14, Jump +10, Knowledge (nature) +6, Listen +6, Move Silently +12, Perform (any string instrument) +5, Seduce +6, Spot +10, Survival +4
Feats: Dodge, Multiweapons Fighting (bonus feat), Weapon Finesse (Shortsword)
Environment: Temperate forests
Organization: Solitary
Challenge rating: 5
Treasure: No coins, 50% goods, 50% items
Alignment: Any Chaotic
Advancement: 5-8 HD (Medium)
Level adjustment: +4
Favored class: Rogue
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Gracefully climbing down from the spider web covered tree came a naked woman, looking completely human except for her four extra arms and the round and swollen abdomen of a spider the size of a watermelon, sticking out from her lower back. The one thing she wore were belts made from spider threads that held six small swords around her hips and legs.
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The aranyads, by some called jorõgumo or spider-women, are six-armed spider-fairies that build their nests in the woods and lay traps with their own web around her territory to catch either prey or woodsmen to play with. Evil aranyads devour their human catch, sometimes after having their way with them, while good ones just want to cure their own loneliness if for a short time. It is not uncommon for a jorõgumo to have a child after such a meeting, and they take good care of their daughters, sometimes involving the father if not having eaten him.
Jorõgumos makes their homes in the older parts of the forests, preferably close to a source of water. They make one nest in one tree and lay spider threads around it to warn them of danger. When the snow comes, they retreat back into their nest to hibernate over the winter. Good aranyads many times wish to socialize with other fey, but other fairies are scared of them because evil aranyads tend to prey on smaller fey. Many of the aranyads create string instruments out of their spider threads on which they play.
An aranyad stands just a little shorter than 5 and a half foot tall and weigh roughly 120 pounds. They speak Common and Sylvan, a few also speak Elven.

Combat

Aranyads prefer to trap their enemies in their web and then sneak up on them. In battle they often start with slowing their targets down with their poisonous bite, and then they slash it with all their blades.

Poison: FDC 15, 1d6 Str/1d6 Str

Spell-like abilities: Caster level 6th, DC saves are Charisma based.

3/day - Charm Person, Daze, Detect Snares and Pits, Mending, Neutralize Poison, Snare

Web: An aranyad can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 ft, with a range increment of 10 ft, and it's affective against large or smaller creatures. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 15 Escape Artist check or burst the web with a DC 17 Strength check. The checks are Constitution-based; the Strength check DC includes a +4 racial bonus while the Escape Artist check DC includes a +2 racial bonus. The web has 8 hit points, hardness 0, it takes half damage from piercing weapons, no damage at all from bludgeon weapons and double damage from fire.
The aranyad can also create sheets of sticky webbing from 5 to 60 feet square to trap prey. Approaching creatures must make a DC 20 Spot check to notice the web, or they stumble right into it and become trapped as through by a successful web attack. Attempts to escape or burst through the web receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot square section has the same stats as a regular web. The jorõgumo can move across its own web sheet at its climb speed and can determine the exact location of any creatures touching the web.

Skills: An aranyad have a +4 racial bonus to Hide, Jump, Move Silently and Spot.
Most images of the jorõgumo I find looks like a large spider-centaur-thing. I wanted to do something different so I decided to take a normal woman and slap on a few extra arms and a spider abdomen. I also decided to give them an alternative name that sounds a little more fey-like (I mixed arachnid with dryad). I had came up with the name before I found out about the jorõgumo actually, I just didn't have a good monster to give it to.

Kitsune: [link]

Kappa: [link]

Futakuchi-onna: [link]

Nukekubi: [link]

Rokurokubi: [link]
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