Creature Cohorts
A creature cohort is a combined race and class that are meant to be taken together to create something close to a monster that the party would normally fight. Cohorts can be used in many different ways, either as a PC, a more powerful familiar, a sidekick, or even an unusual NPC.
PC Cohorts
There are a couple key differences between a PC Cohort and a sidekick or familiar cohort. If a DM chooses to make a Cohort NPC, they may add whatever features to that NPC they like.
- PC Cohorts get a character background while a sidekick or familiar does not.
- If your DM is allowing you to have a PC cohort, it will be best to talk with the DM about options for blending in with normal society. This will likely be hard, outside of trying to pass off the Taratect as a pet or familiar. Even this may be hard for some of the larger Taratect evolutions.
- Taratects cannot speak by default. This will likely be a problem for a PC character. A taratect can create a telepathic bond through its familiar trait, but this allows direct communication with only that creature. If the DM allows you may want to start off with a Gem of Primal Insight described below.
Gem of Primal Insight
Wonderous Item, common (requires attunement by a a creature that cannot naturally speak.)
Attuning to this oval, lavender-colored gem causes it to float just in front of your brow, where it remains until you end your attunement or use an action to remove the stone. You can make the gem meld with you or unmeld the gem as a bonus action, rendering the gem invisible until it is removed. Its other magical abilities are suppressed while the gem is melded, requiring you to use a bonus action to unmeld the gem to use its other functions.
While the gem remains visible and active, you gain the ability to speak as the stone translates your thoughts into spoken words, which can be easily heard by creatures within normal speaking distance. You gain the ability to speak, understand, and (assuming you have some form of visual perception) read Common; as well as, any other languages you should know. You can use a voice of your own creation, or you can mimic the voice of someone that you have heard for at least a minute. However your mimicked voice has an odd flow to it, giving you disadvantage on attempts to sound like the person your voice is mimicking. Upon finishing a long rest, you can change the voice to mimic another person, or back to your unique voice.
Note: Being able to speak does not mean that you have an extensive vocabulary, and depending on your Intelligence score you may not be all that precise with your words.
Intelligence Score | Speaking Ability |
---|---|
1 | Incapable of true logic, you can speak your own name and very few other words, like "food" or "hurt." |
2-3 | Capable of basic, tactile thought. Can speak in short sentences such as "Food we eat?" or "Don't go, danger." |
4-5 | Can engage in limited speech, though often still emotes to fill gaps in the vocabulary. |
6-7 | Can speak reasonably well, though tends to focus on whats in front of them. Limited imagination. |
8-9 | Converses about as well as a native speaker, but occasionally stumbles over a word/phrase or uses it incorrectly. |
10+ | Can speak as well as a native speaker and can hold conversation without difficulty. |
Taratect Cohort
The old ruined fortress lies in the center of the clearing. The place is rumored to be haunted, but theives know Beltar knows otherwise. Some old wizzard has made the place his home. Beltar also knows that no wizzard is able to defeat him. After all the antimagic aura produced by his onyx necklace makes any spells useless. Years of wizzard hunting has also made him adept at dealing with Shield Guardians. Beltar quickly finds his prey. "Another frail old man." Beltar thinks, "This will be easy." He is quickly proven wrong as he steps to cut down his prey. His body is caught by some invisible restraint. Looking back, the old man smiles, revealing he knew Beltar was there all along. "Perfect timing. My friend was growing tired of her diet of just fruit." the old man says. Baltar stares. "Friend?" Then Baltar hears a loud hiss from above. Descending toward him is a massive spider. Baltar screams once as its fangs pierce him and then falls eternally silent.
Taratect Racial Features (Smaller, Lesser form)
Taratects are massive spiders created by fragments of an abyssal invasion. Immediately under attack by everything natural in the Material Plane, the Taratects escaped underground, but not so far as the Underdark. Instead they used their magic abilities to create a massive demiplane, that connected to the Material Plane inside caves near the surface. The demonic origin of a Taratect is clearly visible as it posses a fang filled mouth, unnatural size and intelligence, and a strange metamorphic life style.
Ability Score Increases. Your Dexterity gets a +2 bonus, while your Wisdom gets a +1. Your Strength gets a -2 penalty.
Age. Taratects mature quickly, given how they are left to fend for themselves the moment they hatch. Most reach adult hood within 6 months. What is interesting is that taratects can rival dragons in age, easily reaching over a thousand years old.
Alignment. Taratects posses high intelligence and thus are rarely unaligned. Most lean toward a chaotic nature due to thing lingering magic of the abyss. They can easily range from good to evil.
Size. A recently hatched taratect is close to 2 feet in length. Your current size is small but you will likely grow larger.
Speed. Taratects are very fast creatures. Your base walking speed is 35 ft. You have a climbing speed equal to your walking speed.
Monstrous Nature. You count as a monstrosity for the purposes of spells and effects.
Night Vision. As a creature born in darkness, you have an excellent ability to see in the dark. Within a 60ft radius you can see in dim light as if it where bright light and darkness as if it where bright light, and distinguish colors even in darkness.
Deadly Bite. You can use your bite as a natural weapon that deals 1d4 piercing + 1d4 poison damage. This bite can use either your Strength or your Dexterity to make attacks with.
Handless You lack any hands with which you can wield weapons. You can perform basic functions with your front legs that require no more than simple pushes or pulls, but you cannot use any item that requires the use of hands or needs to be held. For example, you can open a door with a pushdown handle or turn the pages of a book, but you could not wield weapons or lock a door with a key.
Familiar As a Taratect you can enter into a familiar bond to a hummanoid. The process takes 10 minutes to complete. When the ritual is finished, you can freely communicate with that creature using telepathy. This telepathy works across any distance. In addition, both creatures taking part in the bond can use an action to perceive the world using the other's senses. While doing so, the creature that is looking through the eyes of the other is blind and deaf.
Spider Climb You can move across any vertical surface, or even upside down, without having to make any saving throws.
Webs. You can produce webs from your abdomen. At first the level of control is low, due to the fact that you are still learning how to master them. To start off with, you can use your webs in 2 ways. First you may use your webs to attack. This effect is the same as attacking with a net, except the escape DC and the net's AC is equal to 8+ your Constitution modifier + your Proficiency Bonus. Alternatively, you can cover an area with webs. By using an action, you can coat all surfaces in a 5ft cube with webs. Any creature that makes physical contact with these webs must succeed on a Strength check, or become restrained by the webs, using the same DC as described in the net attack. By connecting multiple sections of webs together to at least 3 anchor points, you can also have the webs be suspended in the air. (Depending on the DM, you may also be allowed to use your webs to manipulate some objects that you would not normally be able to.)
Languages. You can read, speak, and write in Chitinese. Chitinese is the native language of Taratects. It sounds like a series of shrill whistles, rapid clicks, and loud hisses. Other creatures cannot speak Chitinese without the aide of magic, as their mouths cannot form the correct noises. The written language uses over 10 million different characters in stead of a written alphabet You can also read, and write in common, but cannot speak it, as your mouth is incapable of producing any noise other than clicks, whistles, and hisses. This lack of ability to speak any other language seems to allow Taratects to make use of Gems of Primal Insight despite having their own language.
Taratect Class
Class Features
As a Taratect you gain the following features.
Hit Points
Hit Die. 1d6 per Taratect level.
Hit Points at 1st Level. 8 + your Constitution modifier.
Hit Points at Higher Levels. 1d6 (4) + your Constitution modifier for each Taratect level above first.
Proficiencies
Armor. none
Weapons. none
Tools. none
Saving Throws. Dexterity, Constitution
Skills. Choose two from Acrobatics, Arcana, Intimidation, Perception, Stealth, or Survival
Equipment
You start with the following equipment, in addition to any granted by your chosen background.
- (a) a scholar's pack or (b) an explorer's pack
- a small cookbook of your favorite meals and a small sack holding 50 GP
Bonus Expertise
At 1st level, you gain proficiency with either the stealth or perception skills. If you are already proficient with both of these skills, choose any other skill to gain proficiency with. Also you can add double your proficiency bonus to either any stealth or perception check.
In addition, you can never suffer from disadvantage when attacking with a net. This includes the web net from the Taratect race.
Deadly Fangs
Starting at 1st level, you gain the poisonous bite of a Taratect assuming you do not already have it. You use your bite as a natural weapon that deals 1d4 piercing + 1d4 poison damage. This bite can use either your Strength or your Dexterity to make attacks with. This attack can grow stronger as you level up as shown in the Poison Die column of the Taratect Class Feature Table. This number indicates how many die you roll to determine the extra poison damage of this attack.
Idaten
At 1st level, you can take the dash action as a free action on your turns. Once you use this feature, you cannot do so until you complete a long rest. You also add twice your Dexterity modifier to your AC if you are not wearing armor.
Level | Proficiency Bonus | Feature | Poison Die | Mana Pool |
---|---|---|---|---|
1st | +2 | Bonus Expertise, Deadly Fangs, Idaten | 1d4 | |
2nd | +2 | Thread Alterations | 2d4 | 3 |
3rd | +2 | Evolution | 2d4 | 8 |
4th | +2 | Ability Score Improvement | 2d4 | 10 |
5th | +3 | Extra Attack | 3d4 | 16 |
6th | +3 | Evolution | 3d4 | 19 |
7th | +3 | Breath Attack | 3d4 | 23 |
8th | +3 | Ability Score Improvement | 3d4 | 27 |
9th | +4 | Evolution | 4d4 | 36 |
10th | +4 | Ambush Predator | 4d4 | 41 |
11th | +4 | Kumorning Star | 4d4 | 47 |
12th | +4 | Ability Score Improvement, Evolution | 4d4 | 51 |
13th | +5 | Greater Thread Alterations | 5d4 | 58 |
14th | +5 | Greater Breath Attack | 5d4 | 62 |
15th | +5 | Evolution | 5d4 | 70 |
16th | +5 | Ability Score Improvement | 5d4 | 74 |
17th | +6 | Mastered Breath Attack | 6d4 | 83 |
18th | +6 | Evolution | 6d4 | 88 |
19th | +6 | Ability Score Improvement | 6d4 | 94 |
20th | +6 | Abyssal Magic | 6d4 | 101 |
Thread Alterations
Starting at 2nd level, you gain the ability to make small changes to your threads. These changes are described below. You can add these changes to your webs when you create them, or by using an action to apply them to an existing web. You can also add multiple alterations to a single patch of webs. Each change has a set time for how long it lasts. When the time period has expired, the thread loses the alteration, unless the time period is indefinite. Each alteration consumes a set number of mana charges. You have a number of mana charges as shown on the mana pool table and regain them after a long rest.
Extra Sticky Webs
Creatures restrained by these webs suffer a -2 penalty to escape them. This change lasts for 1 minute and consumes 1 mana charge.
Non Stick Webs
These webs cannot be used to restrain creatures. They do give other creatures something to hold on to, granting advantage on checks made to climb in the area that the webs are at. Alternatively, for each round you spend making this web, you can create a rope that's length is 10ft x the number of rounds you spend making the rope. This change lasts indefinitely, and consumes no mana.
Poisoned Webs
Each round that a creature is in contact with this web, it takes damage equal to half your poison die (rounded down.) This change lasts 1 minute and consumes 2 mana charges.
Mana DC
As you advance beyond 2nd level, some of your other abilities will begin to consume mana as well. Some of these abilities will also require a DC. This DC is 8+ your Wisdom modifier + your Proficiency Bonus. Your Mana Attack bonus is your Constitution modifier + your Proficiency Bonus.
Evolution
Starting at 3rd level, you can evolve into a higher form of the Taratect race. You can evolve again at 6th, 9th, 12th, 15th, and 18th levels. These evolutions are described at the end of the class features.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feat.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Breath Attack
Starting at 7th level, your innate magic has improved to the point where you now have the ability to exhale destructive magic, much like a dragon.
When you first gain access to this feature, you will choose a couple features of this breath that will remain constant. First, choose whether the breath will affect a 5ft wide, 60ft long line or a 30ft cone. Second choose a damage type that is not bludgeoning, piercing, or slashing damage. Your breath weapon will deal that damage type. Third, choose if you want to make the skill check Dexterity or Constitution. By expending 7 mana charges, you can use your action to fire your breath weapon. All creatures in the area must make a skill check of the type you choose against your Mana DC. On a failure they take damage equal to two times your poison die, or half on a success.
Ambush Predator
Starting at 10th level, you become a master of sneaking up on your prey. When you land an attack in a surprise round, the attack becomes a critical hits.
Kumorning Star
Starting at 11th level, you can expend 3 mana charges to increase the range of your web net to 60 ft.
Greater Thread Alterations
Starting at 13th level, you gain access to these new thread alterations.
Durable Thread
Your threads now have 50 HP. This alteration costs 5 mana charges and lasts indefinitely.
Razor Threads
These threads to not restrain your opponent. Instead the are razor sharp, cutting deep into your opponent. If the webs where thrown as a net, the attack deals slashing damage. damage equal to your Poison Die. If the webs where strung up in an area, the area becomes difficult terrain, and a creature takes slashing damage equal to half your Poison Die for every 5ft they move. This alteration costs 1 mana charge to use, and it lasts indefinitely.
Ultra Thin Thread
Your threads are much thinner than normal. Creatures must make a Perception check against your Mana DC to realize that your threads are there. This alteration costs 4 mana charges and lasts until a creature is restrained in the webs or takes damage from the webs.
Greater Breath Attack.
Starting at 14th level, your breath attack becomes more potent. You may choose an additional damage type at this level. When you use your breath attack, it may deal either of the damage types that you have chosen. In addition, you can expend up to extra Mana Charges, to reroll up to 3 damage die.
Mastered Breath Attack
Beginning at 17th level, you have gained full control over your breath weapon. Your breath weapon is now ignores resistance to the damage types that you have chosen.
Abyssal Magic
Starting at 20th level, you have finally awaken access to your most power magical abilities, abyssal magic. You can innately cast each of the following spells before having to complete a long rest: Abyssal Gate, Hellish Wrath, and Betrayer's Hell. Use your Mana Charge DC as the spell DC.
Evolutionary Line
At certain levels, you have gain the ability to evolve into different forms. These altered forms change your basic Taratect race into a more powerful versions. Many of these evolutions will add or replace some of your basic racial features. The three main evolutionary lines are the Assassin Spider, the Mystic Arachnid, and the Pure Taratect.
Assassin Spider
The assassin spider line relies on staying small and mobile to launch deadly sneak attacks on foes.
Smaller Taratect.
At 3rd level you evolve into the Smaller Taratect which has the following features.
Ability Score Increases. This feature replaces your Ability Score Increases from your Lesser, Smaller, Taratect form. You gain +2 to Dexterity and +1 to Wisdom. You no long have a penalty to your Strength score (in other words give +2 to your current Strength score unless it is already at 20).
Agile You gain proficiency with Acrobatics. If you already have proficiency gain expertise instead (double your proficiency bonus for your Acrobatics checks).
Small Poison Taratect
Starting at 6th level you evolve into a Small Poison Taratect and gain the following feature.
Potent Poison. Any attack that you have that deals poison damage can now ignore resistance to poison.
Zoa Ere
Starting at 9th level you have evolved into a Zoa Ere and gain the following features.
Scythe. Your front 2 limbs have gained long blades. You can use these blades to attack with. This attack can use either Strength or Dexterity for attack and damage rolls. You are proficient with this attack. On a hit this attack deals 1d8 + chosen ability modifier points of slashing damage. Additionally, when take the Attack action on your turn, you can make 1 Scythe attack as a bonus action.
Rotting Attack Once per turn, when you hit with a scythe attack, you can deal extra necrotic damage equal to your Poison Die.
Ede Saine
Starting at 12th level you have evolved into an Ede Saine giving you the following features.
Ability Score Increase. Your Dexterity Score and Dexterity Score Maximum increase by 2.
Mobile Strikes. Once per turn, when you hit a creature with a melee attack, you can then move upto 10ft in any direction without provoking opportunity attacks.
Zana Horowa
*Starting at 15th level you have evolved into a Zana Horowa, giving you access to the following feature.
Evil Eyes. You have gained the ability to focus your dark magic through your gaze, inflicting your foes with terrible blights known as the Evil Eyes. Each Evil Eye has a listed Mana Charge cost and takes an action to use. To do this make a ranged attack against a creature within 100ft of you. Use your Mana Attack Bonus instead of your normal attack bonus for this attack roll. You have access to the following Evil Eyes.
Evil Eye of Grudge. Costs 5 Mana Charges. On a hit, the target is cursed for 1 minute. During the end of each of its turn's reduce the target's Constitution score by 1d4. If this reduction reduces the targets Constitution Score to 0, the target dies. This attack has no effect on a creature with a Challenge Rating higher than you Taratect Level.
Evil Eye of Repulsion Costs 4 Mana Charges. On a hit the target is pushed 30 ft in any direction of your choosing. If the creature comes into contact with any solid surface, it takes 1d6 bludgeoning damage Alternatively, you can make the target fall prone. It must use its action to make a Strength Save against your Mana DC to stand up.
Evil Eye of Stasis. Costs 3 Mana Charges. On a hit, the target is paralyzed for 1 minute. At the end of each of its turns, the creature can make a Constitution saving throw against your Mana DC, ending the condition on a success.
Arachnie
Starting at 18th level, you have evolved into an Arachnie. In this form a large human torso sprouts from your body, just behind your normal head. You gain the following features.
Size Increase. You grow to be about 7ft long and about 5ft tall. Your size increases to medium. Your Hit Die become d8s. Your Hit Point Maximum increases by 18.
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Hands. You lose the Handless feature as the human torso you grow now has hands.
New Evil Eyes. You unlock new Evil Eyes at this level.
Evil Eye of Annihilation. Costs 7 Mana Charges. On a hit, the target takes necrotic damage equal to 4 times your Poison die. If the target is reduced to 0 HP, the target dies and its body turns to dust.
Evil Eye of Banishing. Costs 2 Mana Charges. On a hit, if the target is not native to the plane of existence that you are currently on, it is banished back to its native plane. After 1 minute, the creature can make a Charisma Saving throw against your Mana DC. If it succeeds it returns to the same point it was banished from. If this space is occupied, the creature reappears in the nearest unoccupied space that will accommodate it. If it fails it stays banished and must find a different way back to plane it was banished from.
Evil Eye of Charm Costs 6 Mana Charges. On a hit, the target becomes charmed by you. This effect is the same as the Dominate Beast, Dominate Person, or Dominate Monster. (Use the appropriate spell description for the target. A beast gets Dominate Beast, a hummanoid or goblinoid gets Domiate Person, and everything else gets Dominate Monster.)
Evil Eye of Petrification. Costs 10 Mana Charges. On a hit, the target becomes restrained. At the start of its next turn, it must make a Constitution save against your Mana DC. If it fails it is petrified. This keeps happening until the target fails, or succeeds three times.
Evil Eye of Warping Costs 4 Mana Charges. On a hit, the target takes force damage equal to 2 times your Poison Die. The target also has disadvantage on all attack rolls and saving throws until the end of its next turn as the power of this eye painfully contorts its body.
Two Heads. You have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. You can freely speak any language you known without any further need for a Gem of Primal Insight. You can still speak Chitenese without issue.
Mystic Arachnid
The Mystic Arachnid line focuses on drawing out the abyssal magic running deep inside a taractect's veins and drawing it out as powerful innate magic spells.
Smaller Mystic Taratect
Starting at 3rd level, you have evolved into a Lesser Mystic Taratect and gain the following feature.
Lesser Innate Magic. You learn 3 cantrips from the Wizard Spell List.
Spell DC and Spell Attack Bonus. Your Spell DC is equal to your Mana Charge DC (8 + your Wisdom modifier + your Proficiency Bonus.) Your spell attack bonus is your Wisdom modifier + your Proficiency Bonus.
Innate Spellcasting List. As you progress through this class, you will learn more spells and can cast them innately. You do not have to provide any components for a spell, unless it is an item with a GP cost of 1000 or more. You can cast each spell once at its lowest level, and must complete a long rest before you can cast it again. For now you know 2 1st level spells.
Mystic Taratect
Beginning at 6th level, you evolve into a Mystic Taratect and gain the following feature.
Size. You grow some during this evolution, often now around 4 ft long and 1.5 ft high. Your size increases to Medium. Your hit die change to be d8s instead of d6s. Your Hit Point Maximum increases by 6.
Kadinart
Starting at 9th level, you evolve into a Kadinart and gain the following feature.
Dark Magic. You learn the spells Dark Bullet, Shadow Sink, and Dark Spear and add them to your Innate Spellcasting list. You can cast each of these spells once.
Ortho Kadinart
Beginning at 12th level, you evolve into an Ortho Kadinart, and gain the following features.
Ability Score Increase. Your Wisdom Score and Wisdom Score Maximum increase by 2.
Deadly Magic When you cast a spell that deals damage, you can expend 1 Mana Charge to make one of that spells damage die deal maximum damage. You can do this multiple times with the same spell, but you cannot affect more die than half the spell's level rounded down. Additionally, you can upcast a spell to highest level of spell you have learned by expending a number of Mana charges equal to the level of spell you are upcasting to. (For example, at 12th level, you could expend 5 Mana Charges to upcast Magic Missle to fifth level.)
Better Innate Magic. You may choose any 5 spells of 5th level or lower and add them to your Innate Spellcasting list. You cannot choose more than one 5th level spell and no more than two 4th level spells.
Great Ortho Kadinart
Starting at 15th level, you evolve into a Greater Ortho Kadinart and gain access to the following features.
Greater Innate Magic. You may add 1 6th level and 1 7th spell to your Innate Spellcasting feature. Additionally you may now cast each 4rd level or lower spell 2 times.
Supreme Ortho Kadinart
Beginning at 18th level, you have evolved into a Supreme Ortho Kadinart, and you gain access to the following features.
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Hight of Occultism When you see a hostile creature cast a spell, you can use your reaction to copy that spell. By expending Mana Points equal to the spells level, you can cast the spell immediately after the original person casting the spell. When you do this use your Mana DC in place of the original caster's spell DC.
Supreme Innate Magic You can add 1 8th level and 9th level spell to your Innate Spellcasting list (each usable once per long rest.) You may now use each of your 5th level and lower spells 3 times and each of your 6th and 7th level spells twice before having to finish a long rest.
Shape Shifter. Using an action you can transform your body to look like any hummanoid creature that you have seen. You do not gain any weapon proficiencies, class features, racial features or any legendary/lair actions that creature posses. None of your game statics change, other than you cannot use your bite while transformed. Instead you attack by touching your target. This attack functions in the exact same way as your bite, but it only deals poison damage.
Pure Taratect
The Pure Taratect line is the evolutionary line that most taratects follow. In this line the taratects grow to massive size, often favoring raw strength over the mobility that their larger forms can no longer support.
Lesser Taratect
At 3rd level, you evolve into a Lesser Taratect and gain the following feature.
Size. You grow some during this evolution, often now around 4 ft long and 1.5 ft high. Your size increases to Medium. Your hit die change to be d8s instead of d6s. Your Hit Point Maximum increases by 3.
Taratect
At 6th level you evolve into a Taratect and gain the following features.
Ability Score Increases. Increase your Strength Score by 2 unless it is already at 20.
Vicious. When you successfully reduce a creature's HP to 0, you can use a bonus action to cast a wave of fear at all your enemies. All hostile creatures within 30ft of you must make a Wisdom save against you Mana DC. On a failure, they are frightened of you until the end of their next turn. Once a creature has been affected by this ability, it is immune to it, until you finish a long rest.
Great Taratect
At 9th level, you evolve into a Great Taratect and gain the following feature.
Slamming Attack Your size and strength have increased to the point that you can effectively harm your foes by crashing into them. You gain access to and are proficient with this new slam attack. This attack uses Strength for its attack and damage rolls and has the reach property. On a hit, the target takes 1d8 + Strength modifier points of bludgeoning damage and the target must make a Strength contest with you. If the target loses they are knocked prone.
Greater Taratect
Starting at 12th level, you evolve into a Greater Taratect and gain the following features.
Ability Score Increase. Your Strength Score and Strength Score maximum increase by 2
Size Increase. You grow close to 9 ft long and around 6ft tall. You are now large, and take up a 10ft by 10ft square or 3 hexes. Your hit die become d10s. Increase your Hit Point Maximum by 12.
Improved Slam. The damage of your slam attack increases to 2d8. Also, if you are two or more sizes larger than the target of your slam attack, the target has disadvantage on the contest.
Arch Taratect
Starting at 15th level, you have evolved into an Arch Taratect. You gain the following feature.
Stopping Attack. Your size allows you to easily crush smaller creatures. You gain a new attack option. This attack uses strength on attack and damage rolls and has a reach of 5ft. The attack deals 2d8 bludgeoning and 2d8 piercing. If you hit a prone creature with this attack, and you exceed their AC by 5 or more, treat the hit as a critical hit.
Taratect Queen
Beginning at 18th level, you evolve into a Taratect Queen and gain the following features.
Size Increase. You grow close to 14ft long and nearly 10ft tall. Your size increases to Huge and you now take up a 15ft by 15ft square or 8 hexes. Your Hit Die become d10s. Your Hit Point maximum increase by 18.
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Condensing Body. You can purposefully make your body smaller. By using a bonus action you can shrink your self down to a large or medium size. While in this smaller form, you only need to consume as much food and drink as a creature of that size to sustain yourself for the day. (If you eat enough food to sustain a medium sized creature while your current size is medium you are sustained for the day.)
Improved Weapons. Your Slam attack now deals 2d10 points of damage and the damage die of your bite becomes a d10. In addition any creature that is three sizes smaller than you automatically fails the Strength contest of your slam. (This scales with your current size. Example if you are currently medium sized a large creature would not automatically fail the contest.)
Looming Terror. On your turn, you can spend 5 Mana Charges to use a bonus action to create a wave of fear. All Hostile creatures of your choosing within 30ft of you must make a Wisdom save against Your Mana DC. On a failure, the creature is frightened of you for 1 minute. While frightened in this manner the creature is also paralyzed. The creature can repeat the saving throws at the end of its turn, ending the condition on a success. If a creature succeeds on this saving throw it is immune to this effect for the next 24 hours.
Webreaver Line
The webreaver line of taratects seems to be entirely built toward physical combat punctuated by elegant beauty. They often form the ranks of warriors within taratect communities. At a glance, the webreaver looks like an arachnie. However there are key differences. Chief among them is that the webreavers are simply larger than the arachnie. Webreavers also lack the spider head still present on the arachnie. The biggest difference between the two is that the webreaver's humanoid torso still retains certain spider like qualities These qualities often include chitinous plates growing in patches on the torso, and the humanoid face still contains eight spideresque eyes.
Lesser Blade Taratect
Starting at 3rd level you evolve into a Lesser Blade Taratect and gain the following features.
Ability Increase. Both your Strength and Dexterity scores increase by 1.
Bladed Body. Your body becomes covered in razor sharp blades. A creature that grapples you 1d8 slashing damage at the start of the grapple and each turn that the creature starts while grappling you.
Size Increase. Your size increases to medium, if it is not already. Your Hit Die increase to d8s. Your Hit Point Maximum increases by 3.
Blade Taratect
Beginning at 6th level, you evolve into a Blade Taratect and gain the following features.
Blender Rush. As an action you can move up to your movement speed, all creatures of your choosing that you move within 5ft of must make a Dexterity saving throw against your Mana Charge DC. On a failure the creature takes slashing damage equal to your Poison Damage Die, or half on a success. This does not provoke opportunity attacks.
Dance of Death. When you reduce a creature's Hit Points to 0 you can use your reaction to move up to your movement speed and make another attack. This movement does not provoke opportunity attacks.
Striker Taratect
At 9th level, you evolve into a Striker Taratect and gain the following features.
Extra Attack. You can now make up to 3 attacks when you take the attack action.
Parry. As a reaction when a creature would hit you with a weapon attack, you can add your proficiency bonus to your Armor Class. This can cause the attack to now miss.
Greater Striker Taratect
Starting at 12th level, you evolve into a Greater Strike Taratect and gain the following features.
Ability Score Improvement. Both your Strength and Dexterity scores increase by 1, as well as those score's maximum.
Beauty of Battle. Once per turn, as a bonus action you can force a creature, that can see you, to attempt a Wisdom (Insight) check against your Charisma (Performance) check. If the creature fails, it is stunned for 1 minute. You must use your bonus action on each of your turns to extend this effect or else it ends early.
Lesser Webreaver
Starting at 15th level, you evolve into a Lesser Webreaver and gain the following features. It is at this stage that you grow your humanoid torso.
Hands. You lose the Handless feature as the human torso you grow now has hands.
Humanoid Tongue. You can now speak all languages you know without having to rely on a Gem of Primal Insight. You can still speak Chintenese without issue.
Refracting Threads. On your turn, you can use a bonus action, to expend 5 Mana Charges. All creatures that can see you must make a Perception check against your Mana Charge DC. You have advantage on attack rolls against any creature that fails this check until the end of this turn.
Thread Strike. You gain a new attack option called a thread strike. This is a ranged weapon attack, with the finesse property and a range of 60/120ft. The attack deals slashing damage equal to your Poison Damage Die + the relevant damage bonus.
Webreaver.
Beginning at 18th level, you evolve into a Webreaver and gain the following features.
Ability Score Improvement. Both your Strength and Dexterity scores increase by 1, as well as those score's maximum.
Size Increase. You grow to be about 8ft long and about 5ft 6in tall. Your size increases to Large. Your Hit Die become d10s. Your Hit Point Maximum increases by 18.
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Death Blossom. You can also use your Dance of Death feature when you score a Critical Hit. In addition, you can now make upto 4 attacks when you take the attack action.
Ikotomi
The Ikotomi line is very unusual amongst the taratect lines. Instead of relying on poison, the Ikotomi line actually produces flame. Their shells tend to be colored like volcanic rocks, though some rare individuals are a royal purple. They are covered in barbed spikes.
Smaller Spiked Taratect
Starting at 3rd level, you evolve into a Smaller Spiked Taratect and gain the following features.
Ability Score Increase. Your Intelligence score increases by 2.
Spiked Shell. Whenever a creature hits you with a melee natural weapon attack, you can use a reaction to cause that creature to take piercing damage equal to half your Poison Damage Die.
Blazing Spiked Taratect
By the time you reach 6th level, you have evolved into a Blazing Spiked Taratect and gain the following features.
Size Increase. You grow some during this evolution, often now around 4ft long and 3ft high. Your size increases to Medium. Your hit die change to be d8s. Your Hit Point Maximum increases by 6.
Flame Transformation. You gain resistance to fire damage. In addition, your bite attack now deals fire damage instead of poison.
Blazing Barbed Taratect
Starting at 9th level, you evolve into a Blazing Barbed Taratect and gain the following features.
Barbed Spikes. Your spikes grow barbs on them. When you use your Spiked Shell feature, that creature becomes grappled by you.
Blazing Thread. You gain access to this new web alteration. By expending 4 Mana Charges, you can cause the produced threads to be set ablaze. These threads are immune to fire damage and deal damage equal to half your Poison Damage Die to any creature that touches them, or starts their turn touching them. This alteration lasts 1 minute.
Kaga Tsuchi
Starting at 12th level, you have evolved into a Kagu Tsuchi and gain the following features.
Ability Score Increase. Your Intelligence score and score maximum increases by 2.
Destructive Flame. When you would deal fire damage to a creature with resistance to fire damage, you can ignore that resistance.
Hiyokemushi
Starting at 15th level, you evolve into a Hiyokemushi and gain the following features.
Size Increase. You grow close to 8 ft long and around 8ft tall. You are now large, and take up a 10ft by 10ft square or 3 hexes. Your hit die become d10s. Increase your Hit Point Maximum by 12.
Soul of Agni. When you would deal fire damage to a creature that has immunity to fire, you can treat that immunity as resistance.
Kazan Mazuko
Starting at 18th level, you evolve into a Kazan Mazuko and gain the following features.
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Blessing of Amaterasu. When you would deal fire damage to a creature that is immune to fire damage, you can ignore that immunity.
Blessing of Enma. You can expend 7 Mana Charges to cause all targets within 15ft of you to make a Dexterity saving throw, taking fire damage equal to twice your Poison Damage Die, or half on a success.
Condensing Body. You can purposefully make your body smaller. By using a bonus action you can shrink your self down to a large or medium size. While in this smaller form, you only need to consume as much food and drink as a creature of that size to sustain yourself for the day. (If you eat enough food to sustain a medium sized creature while your current size is medium you are sustained for the day.)
Rachnoid
Highly unusual amongst taratects, Rachnoids take on a far more humanoid shape, and very early on in their evoluitons. They also posses unusual social skills and the ability to command swarms of insects.
Smaller Hive Taratect
Starting at 3rd level, you evolve into a Smaller Hive Taratect and gain the following features.
Ability Score Increase. Your Charisma score increases by 2.
Summon Swarm. As an action, you can expend 3 Mana Charges, and summon a Swarm of Insects. This swarm obeys your verbal commands, can take any action, and goes immediately after you in initiative. You can use a bonus action to command the swarm. This swarm lasts for 1 minute, or until you are knocked unconscious.
Hive Taratect
Starting at 6th level, you evolve into a Hive Taratect and gain the following features.
Size Increase. You grow some during this evolution. You grow to be close to 4.5 ft long and 2 ft tall. Your size increases to medium. Your hit die become d8s. Your Hit Point Maximum increases by 6.
Sociable. Choose 2 Charisma based skills except Intimidation. You gain proficiency with those skills, or gain expertise if you are already proficient.
Pupal Rachnoid.
Starting at 9th level, you evolve into a Pupal Rachnoid. Your body undergoes extreme changes, now resembling a medium sized humanoid. There are factors that make you stand out though. Your head still looks like a spider's head, your skin is covered by chitinous plates, you have four spideresque legs sprouting from your back, and you possess a spider's tail. You gain the following features.
Greater Swarm When you use your Summon Swarm feature, you can summon a number of insect swarms equal to your proficiency bonus.
Hands. You lose the Handless feature as your humanoid body has hands.
Charming Personality. You have advantage on saving throws made to improve your social standing with other creatures (hostile to indifferent or indifferent to friendly.)
Budding Rachnoid
Starting at 12th level, you evolve into a a Budding Rachnoid. Your head changes to more closely resemble a humanoid's though you still posses eight eyes. You gain the following features.
Ability Score Increase. Your Charisma score and score maximum increase by 2.
Bonus Proficiencies. You gain proficiency with shields, simple weapons, and martial weapons.
Insect Armaments. As a bonus action, you can expend 1-3 Mana Charges to create weapons. By expending 1 Mana Charge you can create any simple weapon. By expending 2 Mana Charges you can create any 1 handed or versatile martial weapon or a shield. If you expend 3 Charges, you can create any 2 handed martial weapon. You can use this feature multiple times, but you must have a free hand for the weapon to form into. The weapons last for 1 minute, or until you drop them or fall unconscious.
Blossoming Rachnoid
Starting at 15th level, you evolve into a Blossoming Rachnoid. At this stage, your face changes to have only two eyes, though they still look like spider eyes. Much of your chitinous plates change to look like normal skin. You gain gain the following features.
Entomancer. You can expend 3, 5, 7, or 9 Mana Charges to cast Conjure Animals at the same level of expended Mana Charges. You can only summon insects or arachnids with this ability.
Powerful Personality. When you make a Charisma check, you can choose to use your Charisma score instead of your dice roll. You can use this ability after you roll the dice, but not after hearing the result. Once you use this feature, you must complete a long rest before you can use it again.
Hive Master Rachnoid
Starting at 18th level, you evolve into a Hive Master Rachnoid. At this point the only things that make you look different from a human or elf is the spider legs and tail protruding from your back. You gain the following features.
Ageless. You stop aging. You cannot die of old age or be aged magically.
Greater Insect Weapons. When you use your Insect Armaments feature, you can expend up to 3 more Mana Charges to create a magic +3 version of that weapon.
Supreme Swarm. When you use your Summon Swarm feature, you can summon a number of swarms equal to your Charisma modifier + your proficiency bonus.
Toxic Kumori
The Toxic Kumori line takes the natural venom of the taratects and amplifies it. Unlike many taratects, the Toxic Kumori line tends to have multicolored and intricately patterned shells.
Minor Poison Taratect
Starting at 3rd level, you evolve into a Minor Poison Taratect and gain the following features.
Ability Score Increase. Your Constitution Score increases by 2.
Venom Spit. You can make a ranged attack using your poison. This attack has the thrown and finesse properties and has a range of 30ft/60ft. On a hit it deals damage equal to your Poison Damage Die.
Lesser Poison Taratect
Starting at 6th level, you evolve into a Lesser Poison Taratect and gain the following feature.
Size. You grow some during this evolution, often now around 4 ft long and 1.5 ft high. Your size increases to Medium. Your hit die change to be d8s instead of d6s. Your Hit Point Maximum increases by 3.
Potent Poison. Any attack that you have that deals poison damage can now ignore resistance to poison.
Poison Taratect
Starting at 9th level, you evolve into a poison taratect and gain the following features.
Deadly Poison Attack. When you roll for damage with your poisonous bite, you can reroll any 1s.
Innate Spellcasting When you take this evolution, your the powerful magic within you begins to manifest as spells. You only need to provide verbal components. You can cast Chromatic Orb at first level. If you choose to deal Poison damage with Chromatic Orb it is instead cast at 3rd level. In either case, you must finish a long rest before you can cast this spell again. Use your Mana DC and attack bonus for this feature.
Great Poison Taratect
Beginning at 12th level, you evolve into a Great Poison Taratect and gain the following features.
Ability Score Increase. Your Constitution Score and Constitution Score Maximum increase by 2.
Noxious Venom. If you deal poison damage to a creature with poison immunity, the target takes half the poison damage instead of none of the damage.
Improved Poison Magic. The level of your Chromatic Orb spell (both of them) increase by 1. (Non-poison damage version becomes 2nd level. Poison damage version becomes 4th level) You can also cast the spell twice per long rest instead of once. Also, you can cast Soporific Breath and Hallucinogenic Mist once per long rest.
Arch Poison Taratect
Starting at 15th level, you evolve into a Arch Poison Taratect and gain the following features.
Greater Poison Magic. You can now cast Chromatic Orb 4 times before having to complete a long rest. You can cast Soporific Breath and Hallucinogenic Mist up to twice per long rest. Also, you can cast Cloudkill and Venom Bolt once per long rest.
Poison Synthesis In addition, you can now create 3 vial of your poison each day. This vial can be given to others to coat their weapons with. The poison follows normal injury poison rules and deals damage equal to your Poison Die at the time that the poison was created. Alternatively you can sell the poison. The poison sells for 75 GP per Poison Damage Die to people who would be interested in buying the poison. (Those people would be up to the DM. Some spells require Taratect poison so maybe some wizzards will buy it, but most likely do not expect much use out of selling the poison.).
Paralyzing Poison By expending 7 Mana Charges, for the next minute, the first creature that takes damage from your bite, or the next vial of poison you make, can paralyze those hit with it. A creature subjected to this venom must make a Constitution saving throw against your Mana Charge DC, or become paralyzed for 1 minute. A creature can repeat this saving throw at the start of each of its turns. A creature immune to the Poisoned condition is also immune to this effect.
Divine Poison Taratect
Starting at 18th level, you evolve into a Divine Poison Taratect and gain the following features.
Ageless. Your body stops aging, making you immune to effects that would artificially age you, also you can no longer die of old age.
Divine Poison. When you would deal poison damage to a creature that is immune to poison, you can ignore that immunity and deal poison damage like normal. In addition, when you roll for damage on you bite attack, use d6s for the poison damage instead of d4s. (All other abilities that deal damage based off the Poison Die still use d4s unless stated by a different ability.)
Divine Poison Magic. You can now cast Soporific Breath, and Hallucinogenic Breath up to 3 times per long rest. You can also cast Poison Soul and Venom Tendrils once per long rest.
Shape Shifter. Using an action you can transform your body to look like any hummanoid creature that you have seen. You do not gain any weapon proficiencies, class features, racial features or any legendary/lair actions that creature posses. None of your game statics change, other than you cannot use your bite while transformed. Instead you attack by touching your target. This attack functions in the exact same way as your bite, but it only deals poison damage.
Spells
In this section is the description for the new spells mentioned earlier in the class description.
Mystic Taratect Spells
Dark Bullet
2nd level evocation
Casting Time: 1 action
Range: 60ft
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You create a small orb of dark energy and hurl it at a creature in range. Make a ranged spell attack against the target. On a hit the target takes 3d6 necrotic damage.
At Higher Levels: When you cast this spell using a 4th or higher level spell slot, you can create 2 additional orbs for each level above 1st. Make a separate attack roll for each one.
Shadow Sink
3rd level conjuration
Casting Time: 1 minute
Range: Self
Components: V S M (the scale of a shadow dragon, a black onyx worth 25 GP)
Duration: 24 hours
Classes: Cleric, Druid, Warlock, Wizard
You use dark magic to transform your shadow into a storage compartment. For the next 24 hours you can treat your shadow as if it where a Bag of Holding. When the spell ends, everything inside your shadow is ejected, unless you cast the spell again. You can also use the hide action by sinking into your own shadow. When you do this, you can ignore the spacial limitations of the Bag of Holding. You must have nothing else stored inside your shadow to do this.
Dark Spear
4th level evocation
Casting Time: 1 action
Range: 120ft
Components: V S M (a drop of taratect venom or blood.)
Duration: 1 minute (concentration)
Classes: Sorcerer, Warlock, Wizard.
You create two large spears made of crackling dark energy. As part of the same action of casting the spell, you can throw upto two of these spears in a 5ft wide 120ft long line. All creatures in this area must make a Dexterity saving throw, taking 3d10 necrotic damage on a failure or half on a success. A creature cannot be affected by more than one spear during a single round.
At Higher Levels: When you cast the spell using a 5th level or higher slot, you can create 2 additional spears for each level above 4th.
Toxic Kumori Spells
Soporific Breath
2nd level transmutation
- Casting Time: 1 action
- Range: self (30ft cone)
- Components: V, S
- Duration: 1 minute
- Classes: Druid, Wizard
You exhale a cloud of sleeping mist from your mouth. All creatures in a 30ft cone must make a Constitution saving throw against this spell. On a success, nothing happens. On a failure, the target's speed is halved, it cannot take reactions, and can take either an action or a bonus action on its turn, but not both. All creatures that fail must also repeat the saving throw at the end of their next turn. On a success the effect ends. On another failure the creature falls asleep for the duration of the spell, it takes damage, or another creature uses its action to awaken the creature.
Hallucinogenic Mist
4th level conjuration
- Casting Time: 1 action
- Range: 120ft
- Components: V, S
- Duration: 1 minute (concentration)
- Classes: Sorcerer, Warlock, Wizard
You create a cloud of prismatic swirling mist in a 20ft radius sphere in range. All breathing creatures that start their turn inside this area must make a Constitution saving throw. On a success, nothing happens. On a failure, roll a d10 to determine what the creature does on its turn. On a roll of 1-8, the creature uses all its movement to move in a random direction. On a 9, the creature moves and attacks a random creature in range. If it cannot reach a creature, it still moves as close to one as possible. On a 10 the creature does nothing.
Venom Bolt
5th level evocation
- Casting Time: 1 action
- Range: self (60ft line)
- Components: V, S, M (twig from a dead tree and a drop of taratect venom)
- Duration: instantaneous
- Classes: Sorcerer, Warlock, Wizard
You create a blast of negative energy that poisons creatures that it touches. All creatures in a 10ft wide, 60ft long line, must make a Dexterity Saving throw. A creature that fails take 9d6 poison damage and is poisoned until the end of its next turn. On a success, the creature takes half damage and is not poisoned.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Poison Soul
7th level evocation
- Casting Time: 1 action
- Range: touch
- Components: V, S, M (a rock from the astral plane, a green dragon scale)
- Duration: 1 minute (concentration)
- Classes: Cleric (Death or Grave domain only), Sorcerer, Warlock, Wizard
You imbue your touch with such powerful poison magic it can corrupt souls. At any point during the spells duration, you can make a melee spell attack against a creature in range. On a hit, the creature takes 7d6 poison damage and if the creature has a soul, it is poisoned for the remaining duration of the spell. This condition can ignore condition immunities.
Venom Tendrils
8th level conjuration
- Casting Time: 1 action
- Range: self (30ft)
- Components: V, S, M (a purple worm's stinger, a hydra's tooth)
- Duration: 1 minute (concentration)
You create 3 massive tendrils of poison that sprout from your back. As part of the casting of this spell, you can command each of these tendrils to make a ranged spell attack. On a hit the tendril deals 4d6 poison damage.
Abyssal Magic Spells
Abyssal Gate
7th level conjuration
Casting Time: 1 action
Range: 150ft
Components: V S M (a drop of demon ichor, a black diamond worth 500 GP which the spell consumes.)
Duration: 1 minute
Classes: Wizard
You open a portal to the Abyss from which a massive torrent of dark energy flows through. Choose a point on the ground within range a 20ft diameter, 100ft tall cylinder appears there. Each creature in the area must succeed on a Constitution saving throw, taking 10d10 necrotic damage on a failure or half on a success. After the spell ends, a 100ft deep pit is left on the ground where the spell was. This pit is filled with magical darkness starting 20ft down the pit. A creature reduced to 0 HP by this spell dies as its soul is ripped from its body and dragged into the Abyss.
At Higher Levels: When you cast the spell using an 8th level or higher slot, it deals an extra 1d10 points of damage and the radius increases by 5ft for every level above 7th.
Hellish Wrath
8th level evocation
Casting Time: 1 action
Range: 300ft
Components: V S M (a piece of brimstone taken from the abyss, a handful of ashes of someone who burned to death.)
Duration: 1 minute (concentration)
Classes: Wizard
You summon a small handful of fire from the abyss and hurl it at a point in range. The handful of fire then explodes into a 60ft sphere focused on that point. All creatures in the area must make a Dexterity saving throw. They take 8d6 fire damage + 8d6 necrotic damage on a failure or half on a success. All surfaces in the area are also set on fire, dealing 1d6 fire + 1d6 necrotic damage to all creatures in the area at the start of their turn. The fire lasts for 1 minute or until you lose concentration. No vegetation will grow in the area that this spell was cast ever again.
Betrayer's Hell
9th level evocation
Casting Time: 1 action
Range: Sight
Components: V S M (3 vials of taratect poison, a vampire's fang, and blood from a person executed for committing betrayal or treason.)
Duration: Instantaneous
Classes: Wizard
Countless giant, unholy symbols appear in the sky before raining down and exploding on a point in range. All creatures within a 300ft sphere focused on that point must make a Dexterity saving throw. On a failure, the creature takes 35d8 necrotic damage or half on a success. A creature that is reduced to 0 HP by this spell dies, as its soul is completely destroyed. A creature killed by this spell cannot be revived, even by a Wish spell or divine intervention. This effect occurs unless the target's soul is not housed within their body, or they have another part of their soul hidden away somewhere. The area affected by this spell becomes cursed. While cursed plants cannot grow within 1000ft of the area and no animals will willing go within 1000ft of the area. Nothing short of divine intervention of a greater deity can remove this curse.
Multiclassing
Multiclassing into the taratect class is meant to be possible, though not recommended. For those who wish to, your PC needs a base Intelligence Score of 13. When you multiclass into this class you gain the creature type of monstrosity plus whatever creature types you already possess. In addition, if you multiclass and reach the size increase features, but are already of a race of that size, or smaller, you remain at your normal size. You can grow larger if you wish to. Any feature that changes the type of Hit Die used only applies to the Hit Die given through this class.
Other Notes
Any evolutionary line that gives you a permanent humanoid mouth (aracnie, webreaver, rachnoid) removes your inability to speak other languages, but you still have to learn how to. Also, if you learn how to, you can speak while polymorphed or shape changed into a huanoid race.
In the hope of preventing arguments, creatures with a "true soul" can include but are not limited to devils, demons, most incorporeal undead, and liches. Creatures that do not have true souls include constructs, elementals, undead animated by negative energy like skeletons or zombies, and wraiths (a wraith is born from a collapsed soul so there is not enough of it left for the spell to attack.)
At any point where a feature refers to a number times your Poison Damage Die, it means that you would roll a number of die equal to your current Poison Damage Die times the number given. For example, in the Breath Weapon, where it says twice your poison damage die, you would roll 6d4s to determine damage.
Art Credit
Cover art. The Nightmare of the Labyrinth Uploaded by Sailing 101 https://knowyourmeme.com/photos/2050925-so-im-a-spider-so-what
Disclaimer
This is a homebrewed addition to the game and is not officially endorsed by Wizards of the Coast. ©Wizards of the Coast LLC. Please do not try to pass it off as such. Its creation is permitted by the Fan Content Policy. "Creature Cohorts" where inspired by the work of u/Mister_Thr33.
Special thanks to the r/dndhomebrew subreddit for your imputs and inspiration.