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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 8 | -1 | -d3 |
| Sense | 16 | +3 | d6 |
| Heart | 12 | +1 | d3 |
| Cunning | 20 | +5 | d10 |
| Fate | 16 | +3 | d6 |
Passives
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.
Web Teleport
In place of moving, it teleports to any point on its own webs. Burning or shattering a web anchor severs that route.
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.
Web Maze
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
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.