Arachnid Hominids

Chris Van Deelen

inherently hostile. They are as intelligent as other humans and like other humans, their personalities can run the entire range from good to evil, selfish to selfless, hostile to friendly.

These creatures live together in small family groups, and only split apart when the young reach maturity and decide to find others of their kind to start their own family groups.

They live mainly in forested regions but they are also attracted to ruins, which they take the time to rebuild and turn into comfortable homes. The only thing that they do have in common with their arachnid ancestors is the need to consume blood to survive. They tend to capture their prey live and wrap them in webs, which are coated with a toxin that keep the victims in a state of suspended animation, keeping the creatures alive to be fed upon.

The Arachnid Hominids are incredibly dangerous combatants. They are capable of attacking with all six limbs at once, and to add insult to injury, they can bite at the same time, injecting a poison that can paralyze the victim (class 11). Once paralyzed by the poison, the creature will cocoon the victim. The webbing contains the same poison and it will cause the victim to slip into a hibernation-like state and the victim will remain in this state until drained of all blood (at which point they perish), or are freed. Once freed, the victim will awaken within 2d6 rounds.

There are those who can get past the physical appearance of these monstrous chimeras and find that they can be as true a friend as any other creature, and their intellect and knowledge can be invaluable.

But sadly, many dwellers in the wastelands can’t look past the monster that they see and are worse off for it.

Mutations: Aberrant form (multiple limbs, natural weapons, xenomorphism – chimera), clinging, dietary requirement change (blood), increased physical attributes (strength, dexterity), increased senses (hearing, sight), toxic weapon (poison bite), web

Source: Spiderman animated series