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
| 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. 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.
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 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.