KING
Mirage Spinner

Mirage Spinner

Monstrosity · no Crown (Meridian)

T3d8Minor

Dog-bodied arachnids with eight-foot leg spans that spin webs creating large-scale visual illusions, making cliffs appear as flat ground and pits as bridges.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart8--
Cunning20--
Fate14--

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

Passives

Passive

Illusion Web

Its webs paint large-scale illusions over terrain: a cliff as flat ground, a pit as a bridge, a dead end as a passage. Seeing through one takes a Mind save (DC 15); Vaedni and Thereni save with advantage. The webs are real and sticky regardless.

Maneuvers

Maneuver

Web Entangle

Flings a web line at a creature within 30 ft: Body save (DC 15) or restrained until it breaks free with a Body check (DC 15).

Maneuver

Trap Spring

A concealed web-trap snaps shut on one creature standing in it. The creature makes a Body save (DC 15): on a failure it takes 3 damage from the contracting cords and is restrained, on a success it takes 1 Vigor damage.

Reactions

Reaction

Vanishing Act

When hit, the spinner scuttles behind an illusory wall, fully concealed until the illusion is seen through.

Tactics

GM tactics

Mirage spinners set up elaborate terrain illusions over days or weeks. They lure prey into concealed webs using false paths. They rarely engage in direct combat, preferring to let their traps do the work. If confronted, they retreat behind illusions and reposition.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.