Not much is known about nos farachnai. They appear to be some sort of cross between a and a noble vampire. It is believed that the original brood was composed of twelve nos farachnai. Five male and seven female.
You gain Climbing and Leaping.
Feat save improvement: This ability gives proficiency in MOV feat saves.
Target is alive (but still undead) at 1 HP, although its maximum HP is halved (minimum of 1) until it completes a short rest. This does not count as a revival effect.
If proficient: Target has all HP restored, but its maximum HP is still halved. This does not count as a healing effect. If fluent: Target's HP is no longer halved.
You are fully transformed into a common animal. The maximum BR of animals you can choose is 1.
Heightened: For each additional MP spent, the maximum BR available to you increases by 1. If proficient: The maximum BR available to you is now P. If fluent: The maximum BR available to you is now F.
On hit: Target is charmed.
You challenge the target to advance and fight you. They may immediately Move towards you as a free reaction to this and begin dueling with you. If they choose not to or are unable to do so, then they are considered to have "forfeited" the duel (but are not considered to have "lost" it) and become lighted to you until the end of your next turn.
Creatures that are dueling each other are spiritually linked to each other in a state that's slightly out of phase with everyone else. This doesn't have any inherent mechanical effects in and of itself, but it implies a structure for how those creatures interact with each other and the world around them that may be interacted with by duel modifying effects or other abilities. The term "in a duel" is often used to refer to a creature that is dueling. This does not mean that the "duel" must have been started by Duel.
If a creature that is dueling becomes incapacitated then they are considered to have "lost" the duel. If a dueling creature incapacitates themselves, they are considered to have "forfeited" the duel which in turn also makes them count as "losing". If a dueling creature attacks a creature that they are not dueling, that is also considered to be "forfeiting". If a creature is ever the only one remaining in a given duel, the duel ends and they are considered to have "won" the duel.
Duels typically have a "range" of 30 feet. This means that if any creature that is dueling Moves more than 30 feet away from any other creature that they are dueling with, they are considered to have "forfeited" the duel.
The dueling state is not visible in the Material Realm, but there is a very slight tether that can be seen in the Ethereal Realm. There are no restrictions on what realm a duel can take place in, but all participants must be within the same realm. Any participant that leaves that realm is considered to have gone out of range and therefore "lost the duel".
If proficient: You may also Move or make a single action Duelist ability as a free reaction to the target's decision and subsequent movement.
Attribute improvement: This ability sets your INT score to a minimum of 5.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Magical Durability, Mana Drain Touch, Undead Mind, and Undying Durability.
You go Ethereal or manifest back into the Material Realm.
You gain Dispel Magic, Interrupt Magic, and Mitigate Magic.
Your natural armor is unbreachable.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
You enter or exit your "webform" or a humanoid form. While in your webform, you appear as a smaller spiga. In your humanoid form, you appear as one particular humanoid species that is unique to you. You gain the SIZE and all abilities of that humanoid species while in this state. Otherwise, your abilities, HP, and MP, do not change between these forms.
You must mana drain at least 1 creature with INT of 0 or greater to death every day 24 hours or you start taking penalties. If 24 hours pass and you have not fed, you lose your your largest hit die and mana die. Your HP and MP maximums decrease by the value of those dice. For each additional 24 hours you go without feeding, you lose your next largest hit die and mana die. To restore lost hit dice and mana dice, you must feed more than normal. If you feed on at least 2 creatures within a 24 hour period, you restore 1 lost hit die and mana die.
You gain Spiga Snare, Spiga Web Ball, and Spiga Web Packet.
On fail: Target is allured to you. This effect cannot be removed with Remove Charm, but it can be removed with Exorcism or Cure Illness. Over the coming month, the target will become vampiric. The DC for Cure Illness starts at 1, immediately following the bite. But with every day that passes, the DC increases by 1. After 2 weeks, the target gain Sunlight Sensitivity. After 30 days, they become a vampire. Roll 1d100 to determine what type of vampire they become.
| Roll on 1d100 | Type of Vampire |
|---|---|
| 1-50 | Sired-by Vampire |
| 51-90 | Beast Vampire |
| 91-100 | Noble Vampire |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Fanged Jaw | 1d6 | -3 | Normal (5 feet) | +1 | 0 lb. | -3 | Biting, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hand | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Reinforced Carapace | 0 | -3 | Self | 4 | 0 lb. | -3 | Armor, Body parts |