KING
Lattice Spider

Lattice Spider

Beast · no Crown (Meridian)

T4d10Major

A horse-sized arachnid with crystallized-light legs that spins invisible webs of solidified light spanning entire canyons, teleporting between its webs to reach trapped prey instantly.

Tier 4  ·  Role Major  ·  Pool Vigor 5 / Vitality 8  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC1411 base + 3 Sense
Vigor5Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense16+3d6
Heart12+1d3
Cunning20+5d10
Fate16+3d6

Passives

Passive

Hardlight Web

Its territory is strung with invisible webs of solidified light, and it feels every vibration in them. A creature that blunders into a strand saves against Body (DC 17) or is restrained, save ends.

Passive

Web Teleport

In place of moving, it teleports to any point on its own webs. Burning or shattering a web anchor severs that route.

Passive

Numbing Venom

A creature the spider damages with its bite saves against Body (DC 17) or is weakened, save ends.

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

Web Maze

Telegraph · disrupt d6 · Body save

Floods a 30 ft area with invisible hardlight strands. Each creature there saves against Body (DC 17) or takes 4 damage and is restrained, save ends; on a success it takes 1 Vigor damage.

Reactions

Reaction

Web Retreat

When hit by an attack, it teleports to a different web in its territory, out of sight.

Tactics

GM tactics

The lattice spider builds a three-dimensional web across its territory over weeks. It monitors vibrations and teleports to trapped prey instantly. It uses Web Maze to trap groups and bites the restrained one at a time, letting Numbing Venom do the rest. It never fights in open ground -- always within its web network.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.