Zahn-tahet

*Zahn-tahet/***The Crawling People** or **Spider-folk** are an ancient race of highly intelligent arachnid humanoids. Native to Vari, these spider-folk claim they once ruled over the whole Mainland via their vast underground empire that stretched like a great web amongst the Underdark, known as Naxus. Rampaging entities from the void swiftly crushed their once grand empire and sent the remaining Zahn-tahet skittering to the surface. Though they long for vengeance upon the Void and wish to reclaim their subterranean kingdom, the dangers of the Underdark are far too prevalent. Excursions to Naxus rarely return.

As attested by the many shrines and grand temples built to They Who Know now standing on the surface, **Zahn-tahet** are considered both great builders and engineers. The Zahn-tahet architectural style consists of tall Pyramid structures, looming obelisk like crypts and complex tunnels within hills and mountains.

For reasons unknown to even the most devout spiritualist, seasoned scholar or wise arcanist, **Zahn-tahet** are simply incapable of following monastic traditions, as such, monk Zahn-tahet has never been seen.

Standing as tall as an Elf, all **Zahn-tahet** have eight limbs, four of which are massive spider-like legs that extent out from the bottom of their humanoid shaped torso and four humanoid arms with three or four fingers on each hand. Their body represents that of a humanoid-spider hybrid, with a bulbous abdomen, an upright torso, and a head with eight eyes and mandibles or fangs. Like spiders, they can spin webs and climb up walls or ceilings. Some Zahn-tahet are born with different limb arrangements such as six legs and two arms. Some 'unfortunate' **Zahn-tahet** are born with two legs and six arms, though this is uncommon and those born this way are often seen as a lower-caste of society, in a rather unspoken yet obvious manner, shunned by their kin.

Many **Drow** have an affinity towards the mysterious Mother of Spiders. Through her, they also have a connection to the **Zahn-tahet**. Zahn comes from the Elven word *Zhandri*/**Hybrid People**, and *Tahet/***Crawling, Scheming Spiders**. It is thought that these people were originally given their name by ancient Drow.

**Drow/Zahn-Tahet** half elves do exist and are known as *Dael'dri*/**Drow Spider**. These reclusive hybrids are the most uncommon form of Half-Elves in Vari.

### The Mother of Spiders

Neferkare is worshipped by many **Zahn-tahet** as a deity, even though most know she is not. She is, however, believed by many across Vari to be an undying Lich and the last remaining **Zahn-tahet prophet** from the age before the Severance, though none walk upon the world of Vari that have ever met **Neferkare** face to face. Many Zahn-Tahet suspect she knows the secrets of the moments leading up to The Severance and in a desperate attempt to prevent the world from being destroyed, she wishes to lock away the knowledge and prevent it from ever being repeated.

### Character Features

###### **Ability Score Increase**

Your Intelligence increases by 2, and your Constitution increases by 1.

###### **Speed**

Your speed is based on the arrangement of your limbs. (See below)

###### **Languages**

You can Speak, Read and write Common, Undercommon and Tahetian.

###### **Ancient Knowledge**

You can choose to gain proficiency in Arcana or History.

###### **Superior Darkvision**

You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness as shades of grey.

###### **Sunlight Sensitivity**

While in sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

###### **Natural Webbing**

You can create strands of natural webbing that function as rope of up to 50ft, which have an AC of 10, 2 hit points and can be broken by a Strength check. These webs last for 24 hours unless you use your Natural Webbing feature to reinforce them for another 24 hours. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus.

* **Web Trap** At 3rd level you conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are Difficult Terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself immediately. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free. A creature Restrained by the webs can use its Actions to make a Strength check. If it succeeds, it is no longer Restrained. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. After you use your **Natural Webbing** to conjure a **Web Trap**, you can’t use the Natural Webbing feature again until you complete a Long Rest.

###### **Spider Climb**

You have a climbing speed equal to your walking speed and you are not slowed by difficult terrain created by webbing. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

###### **Fanged Bite**

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit.

### **Limb Arrangement**

When creating a **Zahn-tahet** character, you must decide how your eight limbs will be arranged. You must chose **one** of the following limb arrangements, this would not change from birth.

###### **Balanced**

You were born like most Zahn-tahet, with a balanced arrangement of limbs. You have **Four Arms**. Each arm has the strength of half an average humanoid arm. You need to wield a two-handed weapon in four hands, one-handed weapons in two hands, but you can wield light weapons in one hand. It takes two arms to wield a shield, as they are too heavy for only one. To grapple a creature, you need to use two hands. You have **four legs**, your walking speed is **30 feet**, but due to your bulbous abdomen and leg arrangement you cannot ride a traditional mount such as a hors

###### **Six Legged Variant**

You were born a six legged Zahn-tahet. You have **Two Arms**, you can wield weapons and shields in the same way any humanoid can, using one or two hands where required. You have **Six Legs**, your walking speed is **35 feet**, but due to your bulbous abdomen and leg arrangement you cannot ride a traditional mount such as a horse.

###### **Six Armed Variant**

You were born a six armed Zahn-tahet. You have **six arms**. Each arm has the strength of less than half an average humanoid arm. You need to wield a two-handed weapon in six hands, one-handed weapons in three hands, but you can wield light weapons in one hand. It takes three arms to wield a shield, as they are two heavy for only one or two. To grapple a creature, you need to use three hands. You have **two legs**, your walking speed is **25 feet**.

[For the sake of game statistics a Zahn-tahet will used the homebrew Zahn-tahet race made my MijMike, outlined above. A Zahn-tahet cannot choose monk as a class at any time.]