(Generated 9 times)
Namelist None
Rank Skilled
Race Giant Spider
Cult rank None
Notes This animated husk from an enormous spider seems filled with thousands of living spiders that fall from its body like drops of blood. A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive. These smaller spiders live in and direct their exoskeleton home, working together to swarm around the deathweb and weave its web sheets. The exoskeleton of a deathweb is cracked and full of holes to allow the resident spiders easy passage into and out of it. Although the exoskeleton can be up to 10 feet long, the largest spiders within are only 6 inches in length. The variety in the sizes of the internal spiders allows them to ably move all parts of the exoskeleton, giving the massive carapace amazing dexterity and swiftness, as well as cleverness, perception, and presence. These capabilities make deathwebs resourceful and frightening opponents, especially when adversaries mistake them for normal monstrous arachnids or mindless undead. Because of their ability to squeeze into tight surroundings, deathwebs may be found lurking in all manner of niches. Deathwebs lair where they can build webs to trap passersby, such as among thick trees or in caves or tunnels. The creatures don’t actively collect valuables, but they kill indiscriminately to feed the multitude of spiders within. Webs in a deathweb’s lair are thus likely to contain valuables despite the creature’s lack of interest in wealth. poison Application: Injected (bite) Potency:As END Resistance: END Onset time: 1d2 turns Duration: 6 rounds. STR loss, until treated Conditions: weakness, The bite caused the victim to become weaker and lacking in energy. -1d4 STR treatment: Magic only Infestation An infestation of poisonous spiders, which nest within this creature’s exoskeleton, constantly surrounds a deathweb, to a radius of 5 feet. Any creature within the infestation takes 1d6 points of damage to a random LOW location at the end of each round it remains in the area. This works through armour like a swarm attack. A creature that takes this damage must make an unopposed END save or be sickened for 1 round. Creatures with the sickened condition experience stomach distress. Sickened creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a to move. In addition, those damaged by this infestation are poisoned as well. Any area effect attack that deals 10 or more points of damage to a deathweb destroys its infesting spiders, removing its aura for 3 rounds, after which a new batch of spiders swarms out of the undead’s body to replenish the infestation. Web Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has the following ranges 5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the info under webbing. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
STR 3d6+9
CON 3d6+6
SIZ 3d6+18
DEX 3d6+9
INT 2d6+2
POW 2d6+6
CHA 1d6
D20Hit locationArmor
01-02 Right Rear leg 6
03-04 Left Rear Leg 6
05-06 Mid Right Leg 6
07-08 Mid Left Leg 6
09-10 Fore Right Leg 6
11-12 Fore Left Leg 6
13-14 Abdomen 6
15-16 Front Right Leg 6
17-18 Front Left Leg 6
19-20 Cephalothorax 6
Movement 8 m
Natural armor Yes

Non-random features

Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
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 ***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 ***Undead***: Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead. (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.

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+20 Endurance CON+CON+30
Evade DEX+DEX+40 Perception INT+POW+40 Stealth DEX+INT+40
Willpower POW+POW+40

Combat styles

Spider Bite & StingSTR+DEX+40

Weapon options

1-handed weapons

Amount: 2
legs (1)
Bite (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Web (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
legs 1h-melee 1d8 L VL - grapple Y Y 0 0 leg
Bite 1h-melee 1d6 L T - inject venom Y Y 3 0 head
Web ranged 0 - - 5/10/20 None Y N 6 9