KING
Gilt Weaver

Gilt Weaver

Beast · no Crown (Meridian)

T1d4Minor

Palm-sized spiders with gold-tipped legs and warm glowing abdomens that spin nearly unbreakable webs which tighten under moonlight.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind5--
Sense12--
Heart12--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Lightsilk Web

Webs glow faintly gold and are nearly unbreakable (Body check at disadvantage to free oneself). Under Crown-Moon moonlight the webs tighten, and trapped creatures take 1 Vigor damage each round.

Maneuvers

Maneuver

Web Snare

Fires a strand of lightsilk at a target within 10 ft. The target makes a Body save (DC 11) or is restrained.

Maneuver

Constricting Web

Tightens its webs around a trapped creature. The target takes 1 Vigor damage and makes its next Body save to escape at disadvantage.

Reactions

Reaction

Web Retreat

When threatened, retreats along its web at full speed, gaining advantage on its next Web Snare.

Tactics

GM tactics

Gilt weavers build webs in narrow passages and wait. They do not engage in direct combat, relying on webs to trap prey, then tightening the lightsilk around anything that has stopped struggling.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.