Kumongu, The Spider God

(Generated 71 times)
Namelist None
Monster island
Rank Master
Race Giant Spider
Cult rank Leader
Notes It has all the nor- mal features of arachnids, being able to scale any surface (despite its tremendous bulk), the ability to wrap foes in webbing, and a venom so potent it can even kill dinosaurs (Injected, Potency 100, Onset 1d3 Rounds, Conditions – Agony and Death). The primary attack of Kumongu is its legs which it uses to crush smaller foes to the ground, with its mandibles acting as a follow up attack on larger oppo- nents. Its finger-thick silk threads are treated as described under Giant Spiders
STR 40
CON 35
SIZ 70
INT 15
POW 75
D20Hit locationArmor
01-02 Right Rear leg 15
03-04 Left Rear Leg 15
05-06 Mid Right Leg 15
07-08 Mid Left Leg 15
09-10 Fore Right Leg 15
11-12 Fore Left Leg 15
13-14 Abdomen 15
15-16 Front Right Leg 15
17-18 Front Left Leg 15
19-20 Cephalothorax 15
Movement 8
Natural armor Yes

Non-random features

Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218)
Ability ***Web*** Touching the web glues limb to strand unless one time Brawn vs stickiness (Spider's Endurance) Has & AP and HP 0.5x spider Size. Attempting to cut free exposes the tool or weapon used to the same process. Web is not flammable.
Basic Poison ***Giant Spider poison*** POT = Endurance. Acts 1d6 rounds after injection (during which time the spider either retreats or maintains its grip) and paralyses the victim if not resisted. Paralysis lasts for a number of hours equal to one quarter of the spider’s CON. Each hour after the initial poisoning, the victim loses 1 Hit Point from every location as his insides begin to liquefy. This continues until the victim is dead.
Ability ***Titanic Beyond Mortal Ken*** Immune to the Bleed, Bypass Armour, Press Advantage and Sunder. Their physical manifestations have no weak spots, preventing them from being unduly hindered by massed volleys of missiles, unless the weapons are able to inflict more damage than the 15 Armour Points of their divine flesh, such as a siege engine for example. In such cases they become vulnerable to these particular spe- cial effects once again.
Ability ***Amphibious*** Can breathe both underwater and on dry land
Ability ***Area Attack*** Creature or plant of suitable size can sweep or stomp multiple foes, its attack roll being simultaneously applied to everyone within reach of the body part used to make the attack.
Ability ***Immunity to disease***
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Magic Sense*** detect magical emanations within a Willpower number of metres. If the creature touches another and makes a successful Perception roll, it learns of the target’s current magic points, carried enchantments and active spells.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)
Ability ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.
Ability ***Web*** Touching the web glues limb to strand unless one time Brawn vs stickiness (Spider's Endurance) Has & AP and HP 0.5x spider Size. Attempting to cut free exposes the tool or weapon used to the same process. Web is not flammable.

Standard skills

Athletics STR+DEX+2d10+40 Brawn STR+SIZ+50+2D10+-20 Deceit INT+CHA+50+2D10+-20
Endurance CON+CON+50+2D10+-20 Evade DEX+DEX+2d10+50 Influence CHA+CHA+50+2D10+-20
Perception INT+POW+40+2D10 Stealth DEX+INT+50+2D10+-20 Unarmed STR+DEX+-20
Willpower POW+POW+50+2D10+-20

Magic skills

Binding POW+CHA+50+2D10+-20 Devotion POW+CHA+50+2D10+-20 Exhort INT+CHA+50+2D10+-20
Folk Magic POW+CHA+50+2D10+-20 Trance POW+CON+50+2D10+-20

Combat styles

Weave the WebSTR+DEX+2d10+40

Weapon options

1-handed weapons

Amount: 3
Mandibles (Venomous) (1)
Legs (Grapple) (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Mandibles (Venomous) 1h-melee 1d6 L T - Grip, Inject Venom, Bleed Y Y 4 9 4
Legs (Grapple) 1h-melee 0 L VL - Grip, Bleed, Entangle Y Y 4 9 4