Brittlebone Webspinner

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Pale and covered in brittle hairs, this variety of giant spider is has a dangerous reputation. When threatened, they can break their bristly hairs and send them at enemies like a rain of small, sharp needles. They have been known to establish dense colonies in deep forests or expansive cave systems. While smaller specimens are manageable, mature Brittlebones can grow large enough to drag horses into their nests. Their webbing is generally extraordinarily durable and highly resistant to cutting (if not burning).

Image Stats Special Qualities
Image
Health: 9
Vigor: 4
Physical Defense: 5 (4 dodge, 1 natural armor); 1 Damage Reduction
Magical Defense: 0
Magic Resistance: 10 (6 vs. Magic)
Attack: 13d10 (On Hit, applies Spider Venom), 2 yd. Reach
Initiative: +0
Speed: 13
  • Great Size
  • Jumping Spider*
  • Improved Stealth: 12d10
  • Spider Venom**
  • Hair Flick***
  • Web Trap****

*This spider may climb vertical surfaces as though it were walking on solid ground. Jumping down (up to its full Movement before taking fall damage) onto a smaller target deals Mortal damage as per Death From Above due to its great mass.

** Brittlebone Webspinner Venom - 12d10 Potency vs. Physical/Poison Resistance. Deals 1 lethal damage per round for 5 Rounds. On Round 5, target must succeed on another Resistance roll v. Potency or lose consciousness for 10 minutes.

*** The spider rubs its legs on its body hard enough to snap the bristle-like hairs and send them flying in a cone 8 yards long and 5 yards wide. Targets in this space must succeed on a acrobatics roll vs. 13d10 or take a -2 penalty to all skill checks until removed with a successful Medicine Skill check.

**** As a Standard action, the spider may launch a 2x2 yard mass of webbing from its spinnerets at a targeted square within 15 yards. The spider makes an opposed Attack roll vs. Acrobatics. Targets caught in the webbing suffer a stacking -4 Movement speed penalty each round (as the webbing hardens) until their speed is reduced to 0 or the webbing is removed. On a miss, the webbing remains in the area for 1 round before solidifying, and targets who wish to pass through during that time must succeed on an acrobatics check to move through it without getting covered. When a target’s speed is reduced to 0, they are considered flat-footed. Targets may be freed from webbing by: Move Action: Escape Artist roll, successes > # rounds with webbing on; Standard Action: Make an attack to break the webbing. (Webbing gains 2 HP per round, has a Hardness/Defense of 3 after the first round and is Resistant to physical damage, ignoring the first 2 points of damage dealt by non-magical weaponry. Any lethal damage beyond the HP of the webbing is dealt to the enclosed target as nonlethal damage.) -Unless the target's speed is reduced to 0, the target may take a Full Round Action to free herself from 1 stack of webbing.