KING
Broodmother Spider

Broodmother Spider

Beast

T1d4Sovereign

A bloated venomous matriarch that rules a web-choked lair thick with egg sacs and skittering young.

Tier 1  ·  Role Sovereign  ·  Pool Vigor 2 / Vitality 14  ·  AC 12  ·  ATK +2  ·  Save DC 11  ·  Dmg d4

AC1210 base + 2 Sense
Vigor2Tier + Heart mod, regenerates
Vitality1410 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+2d20 + bonus vs AC, two or three a turn
Damaged4crit 2d4
Save DC11Tier 1 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body16+3d6
Mind6-2-d3
Sense14+2d4
Heart12+1d3
Cunning18+4d8
Fate11+0-

Passives

Passive

Web-Choked Lair

Climbs any surface and ignores her own webbing. The lair floor and walls are difficult terrain for anyone else.

Passive

Skittering Brood

Egg sacs line the lair. At the start of each round, 2 spiderling minors hatch and join the fight while any sacs remain (burn the sacs to stop them).

Maneuvers

Maneuver

Rend and Wrap

Bites and immediately begins wrapping the target in silk, granting advantage on her next attack against it.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Venom Flood

Telegraph · disrupt d6 · Body save

Rears back and drips virulent venom over a 15 ft area. Each creature there makes a Body save (DC 11) or takes 1 damage and is poisoned (disadvantage on its next roll).

Reactions

Reaction

Silk Snare

When a creature moves out of her reach, she may fire a web line; the target makes a Body check or is restrained until it breaks free.

Tactics

GM tactics

Stays near her egg sacs and lets the brood whittle intruders down before closing in herself. Targets whoever threatens the sacs first.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 1 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d4. A crit rolls two: 2d4.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.