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 7  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC1411 base + 3 Sense
Vigor5Tier + Heart mod, regenerates
Vitality72 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two 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. A wound it deals is Venom-Sick (Severity 2 poison: disadvantage on Body saves).

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 declaration is lost.

Declaration

Web Maze

Declaration · 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 3 + Tier, like a hero but with no wounds. Full Vigor at combat start; at the start of its turn it regains 1 Vigor. Dead at 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • Two attacks in a normal turn.
  • Any Vitality lost while a declaration is pending forces its disruption roll; on a 1 the declaration is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.