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.
- Burrow: The spider can dig a burrow in soil, reinforcing the walls with webbing. A spider in its burrow hinders perception tasks to discover it. When prey comes within immediate range, the spider darts out to attack. A successful bite means the character must succeed at a Might defense roll or be grabbed, automatically taking bite and venom damage each round until they escape with a successful Might or Speed roll.
- Hunt: The spider actively hunts rather waiting in a web. As an action it can run or jump a short distance and make a bite attack. A successful bite means the character must succeed at a Might defense roll or be grabbed, automatically taking bite and venom damage each round until they escape with a successful Might or Speed roll.
- Net: The spider can spend one minute creating a sticky net out of its silk, holding it with several legs and waiting in ambush. It uses the net as its initial attack, inflicting no damage but trapping the character on a failed Might defense roll, hindering their physical tasks (including defense rolls). The trapped character can escape with a successful Might or Speed roll.
- Web: When out of combat, the spider can use an action to fill an immediate area with sticky webs, using this ability to eventually cover a short area. Any creature entering the webbing must succeed at a Might defense or dodge roll to avoid getting stuck, held in place until they can escape. The spider senses vibrations through its webbing (up to short range) and quickly approaches to attack stuck prey. If its prey stops struggling, the spider may immediately start feeding on it (inflicting bite and poison damage) or use an action to cocoon the character in sticky webbing, hanging them in its lair for later dining. A cocooned creature is immobile and unable to take physical actions until they use a ten-minute or longer non-rest recovery.s
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