Anadi
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The Anadi are a race of sapient giant spiders from the Mwangi Expanse region of Golarion, added in Pathfinder Second Edition. Highly communal and peaceful by nature, the Anadi were greatly upset when they attempted to make friends with the strange humanoid races from beyond their own lands, only to discover that humanoids generally found them terrifying to look at and couldn't distinguish them from the mindless normal giant spiders that would happily eat them. So they turned to magic, and ultimately created a mighty working that imbued the vast majority of the race with the ability to assume a human form, essentially becoming Golarion's equivalent to aranea. Now outfitted with a form less likely to terrify random humanoid strangers, the anadi have since done their best to forge closer ties with their neighbors and make friends across the species barrier.
Grandmother Spider is widely regarded as the patron goddess of the Anadi, and some believe she may have rescued them from another world. Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. A typical anadi measures five feet in length from their front legs to their rear legs when standing comfortably. Their human guise can resemble any human ethnicity, but is typically one that blends in with the region in which the anadi hatched.
Despite what you'd think of a spider, the anadi's naive society is a peaceful and communalistic one; most anadi are mushroom farmers and weavers, not the hunters you would largely expect spiders to be! The combination of their cultural emphasis on cooperation and mutual respect with the more modern desire to try and overcome the arachnophobia endemic in humanoid races, means that anadi tend to come off as very shy but accommodating to other peoples.
- Hit Points: 8
- Size: Medium
- Speed: 25 feet
- Ability Boosts: Dexterity, Wisdom, Free
- Ability Flaws: Constitution
- Change Shape: Human Shape or Spider Shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't flat-footed when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.
- Fangs: You have a Bite Attack (Unarmed, Brawling, Finess) that does 1d6 Piercing damage.
Anadi Heritages:
- Adaptive: Your Change Shape lets you take the form of a single Common Humanoid Ancestry of Medium size, instead of a Human. You gain the Adopted Ancestry feat for your chosen humanoid ancestry.
- Polychromatic: Free training in Performance, gain Impressive Performance as a bonus feat.
- Snaring: Your Bite Attack gains the Grapple and Trip traits.
- Spindly: Your Speed increases to 30 feet.
- Venomous: Times per day equal to your level, you can envenom your fangs. If your next Bite Attack before the end of your turn hits and deals damage, it does +1d6 Poison damage. On a critical failure, the poison is wasted. From 12th level, the bonus Poison damage increases to +2d6.