The Weft
Aberration · no Crown (Meridian)
T4d10Major
A humanoid mass of intertwined light-threads that constantly unravels and reweaves itself, spinning walls, barriers, and binding cocoons of solidified light.
Tier 4 · Role Major · Pool Vigor 6 / 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 | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 16 | +3 | d6 |
Passives
Living Thread
A body of intertwined light-threads. Regains 1 Vigor at the start of its turn while in sunlight; in darkness it frays and regains nothing.
Maneuvers
Weave Barrier
Spins a 10 ft wall of solidified light that blocks passage. A wall section unravels after taking 2 damage.
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.
Binding Cocoon
Threads whirl around one creature within 30 ft. Body save (DC 17) or the target takes 4 damage and is restrained in a cocoon of light (save ends, or an ally cuts the cocoon apart by dealing 2 damage to it); on a success, 1 Vigor damage.
Reactions
Thread Shield
When hit by an attack, it weaves a shield across the blow, reducing the damage by 1. Once per round.
Tactics
GM tactics
The Weft cuts enclosed spaces into pieces with light-barriers, controlling every approach. It cocoons the most dangerous target, then walls the rest away from the bound ally. In corridors it is a death sentence. It retreats into sunlight to reweave itself.
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 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.
- 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.