Spider Ray 2 (6)

Tidal Blades

Spider rays are small, highly intelligent creatures that are deeply attracted to michronic energy.

Their diet consists exclusively of shellers, and it's been suggested that they might have grown their legs due to a mutation resulting from so much sheller consumption over hundreds of years.

They emit a weak michronic field that strengthens the surface tension of liquids, enough for them to walk on water over short distances. Lorehunters and others have reported that the rays sometimes seem to be creating symbols across the water, possibly as a way to communicate with each other.

They are generally found in small groups, camouflaging in the sand of shallow water, but sometimes build elaborate nests in sunken caves. Their nests are complex architectural structures of shells, bones, stones, algae, and a sticky blue secretion that is unknown in origin.

An adventurer looking to make a profit by capturing live shellers will want to watch out for spider rays, as they fiercely defend their hunting grounds.

Motive: Hungers for michronic energy

Environment: Reefs and shallow water, including in sunken caves, in groups of six to eight

Health: 6

Damage Inflicted: Minor wound (2 points)

Movement: Short

Modifications: Camouflage and solving puzzles as level 4

Combat: Spider rays aren't difficult to take on when they're solo. They're not that large, and while they defend their territory ferociously, they only inflict a minor wound (2 points), usually by whipping their tails sharply against their foe, leaving long welts.

It's more typical to encounter them in a group, however, as they often flock to the same sheller hunting grounds. When defending as a group, they work together to increase the strength of their michronic field so it affects the liquids inside the bodies of all foes in short range. A single michronic pulse from the group harms all living creatures who fail a Might defense roll, knocking them one step down the damage track.

Interaction: Spider rays are smart, but they can still be tricked or trapped by offering them shellers or some other form of michronic energy. However, it doesn't take them long to figure out how to get out of most simple traps.

Use: Spider rays make good group combat encounters for characters who are out gathering shellers, or who stumble upon a spider ray nest while exploring underwater cave

GM Intrusion: The spider's energy ray creates a michronic loop, allownig it to make a second attack agaainst the same foe.