Giant Spider 3 (9)

Early Access

Giant spiders result most commonly from radioactive accidents, magic, or genetic manipulation. Whatever their origin, they’re terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size of a large horse.

Horse-sized giant spider: level 5; inflicts a moderate wound; poison inflicts 5 Speed damage (ignores armor)

Motive: Hunger for blood

Environment: Anywhere webs can be spun in the dark

Health: 12

Damage Inflicted: Minor wound

Movement: Short; long when climbing or on webs

Modifications: Perception as level 5; dodge as level 4 due to quickness

Combat: A giant spider’s envenomed fangs inflict a minor wound. If the bite damages a foe, the character must make a Might defense roll or take 3 Speed damage (ignores armor) from the spider’s venom and have all physical tasks hindered for one minute (the character can try to end this early each round with a Might defense roll).

A giant spider has one (or rarely, more than one) of the following special abilities.

Sticky net: level 4

Sticky web: level 3

Sticky webbing: level 4

A giant spider loses its perception and dodge modifications in bright light and thus often retreats from intense illumination.

Interaction: Most giant spiders are simple predators and react accordingly.

Use: Giant spider webs can infest unlit alleys, dungeon corridors, dark forests, and darkened hallways of decommissioned genetic labs.

Loot: Cocooned corpses of previous victims hanging in a giant spider’s web sometimes contain all manner of valuables, including manifest cyphers.

GM Intrusion: A cluster of spider eggs (either stashed nearby or stuck to the spider’s abdomen) hatches, creating a level 3 swarm of tiny spiders that attacks the character.

Spider swarm: level 3