From: Maelstroms Embrace

Lore: Deep within the depths of The Maelstrom’s Embrace, the Gloomspiders lurk as nightmarish arachnids born from the chaotic energies that permeate the dungeon. These grotesque creatures are a twisted manifestation of the chaos master’s dark imagination, merging the inherent cunning and danger of spiders with the volatile essence of chaos itself.

Legend has it that when the chaos master’s dreams turned nightmarish, the Gloomspiders were born as a reflection of those fears and anxieties. Infused with chaotic energy, they possess heightened agility and an uncanny ability to phase through solid objects, making them formidable and elusive opponents within the dungeon’s shadowy corners. Their webs, laced with dark magic, serve not only as a means of ensnaring prey but also as conduits for draining the strength of those unfortunate enough to be caught.

Use: The Gloomspiders play a crucial role within The Maelstrom’s Embrace, acting as both guardians and predators. Their purpose is to ensnare and drain the strength of adventurers who venture into the depths of the dungeon. Their abilities and attributes make them a unique and formidable challenge, requiring a combination of agility, resourcefulness, and magical prowess to overcome.

Attributes:

  • Level: 1

Stats:

  • Health: 12
  • Strength: 10
  • Dexterity: 16
  • Intelligence: 8
  • Wisdom: 10

Skills:

  • Phasing Agility: Gloomspiders possess enhanced agility, allowing them to swiftly maneuver through the shadows and phase through solid objects. This ability makes them elusive and challenging to trap or strike with physical attacks.
  • Web Manipulation: Gloomspiders have the ability to spin webs infused with dark magic. These webs are exceptionally sticky, making it difficult for adventurers to break free once ensnared. Additionally, the webs drain the strength of those caught, sapping their vitality over time.
  • Poisonous Bite: Gloomspiders deliver venomous bites that induce weakness and slow the movements of their prey. The venom’s effects can hinder an adventurer’s combat abilities and make them more vulnerable to subsequent attacks.

Preparation — Preparing to face Gloomspiders requires careful planning and consideration of their unique abilities. Adventurers should consider the following strategies:

  • Anti-Web Measures: Being ensnared in the Gloomspiders’ sticky webs can be detrimental. Adventurers should equip themselves with tools or spells that aid in breaking free from entanglements, such as enchanted blades, anti-adhesive substances, or protective spells that counteract the draining effects of the webs.
  • Agility and Evasion: Due to the Gloomspiders’ enhanced agility and ability to phase through walls, quick reflexes and agile movements are crucial. Adventurers should focus on improving their own dexterity and practicing evasive maneuvers to minimize the chances of being struck by the spiders’ venomous bites.
  • Magical Resistance: Gloomspiders possess a touch of chaotic magic within their venom and webs. Equipping magical resistances, antidotes, or spells that provide immunity or partial resistance to poisons can be highly advantageous when facing these arachnids.

Cost: The cost of facing Gloomspiders lies in the challenges they present and the risks involved. Adventurers must be prepared to face their potent venom, navigate their webs, and endure their draining effects. The potential rewards may include experience points, rare ingredients sourced from the spiders, or specialized antidotes that can be sold or utilized in alchemical concoctions.

Process: When adventurers venture deeper into The Maelstrom’s Embrace, they encounter the Gloomspiders lurking within the shadowy corners of the dungeon. The spiders emerge from their hidden lairs, using their phasing agility to surprise and ambush unsuspecting prey. The battle commences as adventurers navigate the treacherous terrain, avoiding sticky webs and countering the spiders’ venomous strikes.

Tags: Chaotic Arachnids, Phasing Agility, Web Manipulation, Drain Strength, Venomous Bite, Shadowy Environment, Sticky Webs

Facing Gloomspiders requires a combination of physical agility, strategic planning, and resistance to their draining effects and venomous attacks. Adventurers must overcome the challenge of their elusive nature, the stickiness of their webs, and the debilitating effects of their venom to emerge victorious within the depths of The Maelstrom’s Embrace.

Where and How to Fight Gloomspiders:

  • The encounter with Gloomspiders takes place within the shadowy depths of The Maelstrom’s Embrace, a labyrinthine dungeon steeped in chaos. The environment itself reflects the chaos master’s twisted imagination, featuring dimly lit passages, interconnected webs, and dark corners where the Gloomspiders dwell. The air is heavy with an eerie stillness, broken only by the skittering of spider legs and the occasional hiss of venomous intent.
  • Engaging Gloomspiders requires a combination of strategic maneuvering and adaptability. The spiders are known to emerge from hidden lairs, utilizing their phasing agility to move swiftly through the shadows. They strike with venomous bites, seeking to weaken and drain the strength of their prey. Adventurers must be prepared to navigate through the treacherous web-laden terrain, evading the spiders’ attacks while finding opportunities to strike back.

Environment — The dungeon environment in which Gloomspiders are encountered is characterized by:

  • Dim Lighting: The corridors and chambers are shrouded in darkness, with only faint sources of illumination. This adds to the sense of foreboding and makes it difficult to discern the spiders’ movements.
  • Interconnected Webs: Thick, sticky webs stretch across the dungeon, forming intricate and interconnected networks. These webs serve as both traps and transportation for the Gloomspiders, allowing them to move swiftly and silently.
  • Shadowy Corners: The Gloomspiders prefer to lurk in the shadowy corners of the dungeon, where the light is scant, and their presence is concealed. Adventurers must tread carefully to avoid stumbling into their lairs.

End Results and Usage — The outcome of the battle against Gloomspiders within The Maelstrom’s Embrace can yield various results and rewards:

  • Experience and Progression: Overcoming the challenge posed by Gloomspiders grants adventurers valuable experience points, contributing to their progression and growth. It allows them to develop new skills, increase their combat prowess, and advance to higher levels.
  • Spider Silk and Venom: Slain Gloomspiders provide a potential resource in the form of spider silk and venom. The silk can be used for crafting specialized equipment, such as lightweight armor or intricate traps. The venom, when properly extracted and processed, can be utilized in alchemical concoctions, poisons, or antidotes.
  • Quest Objectives: The defeat of Gloomspiders may be tied to specific quests or objectives within The Maelstrom’s Embrace. This could involve retrieving a rare artifact hidden within their lair, rescuing a captive adventurer trapped in their webs, or simply clearing the path for further exploration.
  • Knowledge of Chaos Energies: Gloomspiders are imbued with chaotic energy, and studying their physiology and behavior can provide valuable insights into the nature of chaos itself. Scholars, researchers, or practitioners of arcane arts may seek to study these creatures to deepen their understanding of chaotic magic or uncover ways to harness or counter its effects.

The end results obtained from the battle with Gloomspiders can be used to enhance adventurers’ capabilities, craft specialized items, progress through quests, or contribute to a greater understanding of chaos. They serve as both a means of personal growth for the adventurers and as resources that can be utilized within The Maelstrom’s Embrace or in the wider world of Saṃsāra.

When encountering Gloomspiders within the shadowy depths of The Maelstrom’s Embrace, the experience is an overwhelming assault on all the senses, accompanied by multiple extra-sensory perceptions that add to the eerie and dangerous atmosphere.

  • Sight:
    • Perception: The Gloomspiders are grotesque arachnids with twisted, dark bodies that seem to shimmer with chaotic energy. Their many eyes glint with a malevolent intelligence, and their movements are swift and disorienting as they phase through solid objects.
    • Description: The dungeon is dimly lit, with flickering shadows and faint sources of illumination. The webs of the Gloomspiders stretch across corridors and corners, thick and sticky, with a dark, magical sheen.
    • Positives: The dim lighting and the spiders’ swift movements make them challenging but thrilling to spot and track. The sight of their chaotic energy adds an otherworldly and mesmerizing quality.
    • Negatives: The low visibility and disorienting movements of the spiders make it difficult to aim and strike accurately. The webs blend into the shadows, posing a constant threat of entanglement.
  • Sound:
    • Perception: The skittering of the Gloomspiders’ legs across the dungeon floor and walls creates an unsettling, chitinous sound. Occasionally, the eerie hiss of their venomous intent breaks the stillness.
    • Description: The sound is a mix of faint, rapid clicks and an almost inaudible rustling as the spiders move through their webs and shadows.
    • Positives: The sounds serve as a warning of the spiders’ approach, giving adventurers a chance to prepare.
    • Negatives: The constant skittering and occasional hissing can be nerve-wracking and distracting, making it difficult to concentrate on other tasks or detect additional threats.
  • Smell:
    • Perception: A faint, musty odor permeates the air, mingled with the sharp, acrid scent of the spiders’ venom.
    • Description: The smell is a mix of dampness, decay, and a metallic tang, creating an oppressive atmosphere.
    • Positives: The distinct smell of venom can serve as a warning, helping adventurers identify areas where the spiders are most active.
    • Negatives: The musty odor and acrid scent can be overwhelming and nauseating, impairing the sense of smell and causing discomfort.
  • Touch:
    • Perception: The webs of the Gloomspiders are exceptionally sticky and difficult to break free from. The touch of the spiders themselves is cold and clammy, with a slight tingle from their chaotic energy.
    • Description: The webs feel like thick, sticky threads that cling to the skin and armor, draining strength upon contact. The spiders’ bodies are smooth yet disturbingly cold.
    • Positives: The unique texture of the webs and spiders can help adventurers recognize their presence even in the dark.
    • Negatives: The stickiness of the webs and the draining sensation make movement difficult and exhausting. Contact with the spiders can be disconcerting and unsettling.
  • Taste:
    • Perception: The air in the dungeon has a faint metallic taste, likely from the presence of dark magic and venom.
    • Description: The taste is subtle but persistent, adding to the overall sense of unease.
    • Positives: The taste can serve as a sensory cue that dark magic is present, aiding in vigilance.
    • Negatives: The metallic taste can be unpleasant and distracting, contributing to a sense of discomfort and disorientation.
  • Extra-Sensory Perceptions:
    • Perception: The chaotic energy of the Gloomspiders can be felt as a palpable aura, radiating from their bodies and webs. This energy creates a sense of disorientation and unease, making it difficult to focus and think clearly.
    • Description: The aura is a fluctuating, almost tangible presence that seems to distort the air and space around the spiders. It creates a sense of vertigo and confusion, as if reality itself is being warped.
    • Positives: The extra-sensory perception of the chaotic energy can serve as an early warning system, alerting adventurers to the presence of the Gloomspiders even before they are seen or heard.
    • Negatives: The disorienting effect of the chaotic energy can impair judgment and coordination, making it challenging to plan and execute effective strategies. The pervasive sense of unease can lead to heightened anxiety and fear, which can be detrimental in combat situations.

Tale of the Nightmarish Weavers

Long ago, in the depths of The Maelstrom’s Embrace, there lived creatures of great terror known as the Gloomspiders. Born from the chaotic dreams of the chaos master, these beings were neither fully spider nor entirely shadow, but something twisted and vile, born of nightmares.

It is told, in times beyond the reach of memory, that the chaos master, in his fitful slumbers, was haunted by visions of crawling darkness. As he slept, his fears and anxieties took shape, weaving themselves into the form of the Gloomspiders. With bodies like twisted shadows and eyes that gleamed with dark light, they emerged from the depths of his subconscious.

The Gloomspiders thrived in the labyrinthine corridors of the dungeon, where light was scarce, and shadows reigned supreme. Their webs, spun from threads of dark magic, ensnared the unwary, sapping their strength and will. The spiders themselves could move through the solid walls as if they were air, making them almost impossible to catch or corner.

Many brave souls ventured into The Maelstrom’s Embrace, seeking to rid the world of these abominations. Among them was a hero known as Elandor the Swift, whose agility and courage were unmatched. Elandor, armed with enchanted blades and spells of protection, descended into the dungeon, determined to face the Gloomspiders.

As he navigated the dark, web-laden passages, Elandor’s resolve was tested by the eerie skittering of spider legs and the oppressive silence that followed. He fought valiantly, slicing through webs and evading the venomous bites of the spiders. But the chaotic energy that emanated from them began to take its toll, clouding his mind and sapping his strength.

In the deepest chamber, Elandor confronted the largest of the Gloomspiders, a monstrous being that seemed to be the very heart of the chaos master’s nightmare. Their battle was fierce and desperate, with Elandor using all his skill and agility to avoid the creature’s lethal strikes. At last, with a final, desperate lunge, he drove his enchanted blade into the heart of the beast, banishing it and its kin back into the shadows from which they came.

With the Gloomspiders vanquished, the dungeon grew quiet, and the oppressive atmosphere lifted. Elandor emerged victorious, bearing scars and the wisdom of his ordeal.

Moral of the Story: Even in the darkest corners of our fears, courage and determination can weave a path to victory.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Gloomspiders

  • Characteristics:
    • STR: 40
    • CON: 60
    • SIZ: 30
    • DEX: 80
    • INT: 50
    • POW: 70
    • Hit Points: 9
    • Damage Bonus: -1
    • Move: 9
  • Attacks:
    • Bite: 50%, 1D4 + poison (2D6 STR damage over 1D6 hours, successful CON roll halves the damage)
  • Skills:
    • Climb: 80%
    • Stealth: 90%
    • Track: 70%
  • Special Abilities:
    • Phasing Agility: Gloomspiders can move through solid objects. This ability can be used once per round.
    • Web Manipulation: The webs are exceptionally sticky and draining (SIZ 5 or lower required to break free without assistance, opposed STR vs. STR roll to escape). Characters entangled in the webs lose 1D4 STR per hour.
    • Dark Aura: Characters within 10 feet must succeed on a POW roll each hour or suffer a -10% penalty to all rolls due to disorientation and unease.
  • Sanity Loss: 0/1D4 Sanity points to see a Gloomspider.

Blades in the Dark

Gloomspiders

  • Tier: III
  • Harm: 3 (Moderate)
  • Abilities:
    • Phasing Agility: The Gloomspider can phase through solid objects, avoiding obstacles and attacks with relative ease.
    • Web Manipulation: The spider’s webs can entangle and drain the vitality of its victims. When a character is caught in a web, they must make a Desperate roll to escape. Each hour spent entangled causes the character to suffer Level 2 harm.
    • Venomous Bite: The bite inflicts harm and introduces a toxin. The victim takes Level 1 harm and must resist or suffer reduced effect and increased position for further attacks due to weakness.
  • Special:
    • Chaotic Presence: The chaotic energy surrounding the Gloomspider causes a -1d penalty on all actions taken within its immediate vicinity (desperate position).

Dungeons & Dragons (5th Edition)

Gloomspiders

  • Medium Monstrosity, Chaotic Evil
  • Armor Class: 14
  • Hit Points: 45 (6d8 + 18)
  • Speed: 30 ft., climb 30 ft.
  • STR: 14 (+2)
  • DEX: 18 (+4)
  • CON: 16 (+3)
  • INT: 8 (-1)
  • WIS: 10 (+0)
  • CHA: 6 (-2)
  • Skills: Stealth +8, Perception +2
  • Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses: Darkvision 60 ft., Passive Perception 12
  • Languages: Understands Abyssal but cannot speak
  • Challenge: 4 (1,100 XP)
  • Actions:
    • Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage plus 1d8 poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.
    • Web (Recharge 5-6): Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, escaping from the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
  • Bonus Actions:
    • Phasing Agility: The Gloomspider can move through solid objects until the end of its turn. It cannot end its turn inside an object.
  • Legendary Actions:
    • Dark Aura: (Costs 2 Actions) The Gloomspider emits an aura of chaotic energy. Each creature within 10 feet of it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Knave

Gloomspiders

  • HD: 3 (13 HP)
  • Armor: 14
  • Move: 30 ft., climb 30 ft.
  • Abilities:
    • Phasing Agility: The Gloomspider can phase through solid objects once per round, avoiding obstacles and attacks.
    • Web Manipulation: The Gloomspider can entangle targets with its webs. Escaping the webs requires a STR save. While entangled, the target loses 1 STR per hour.
    • Venomous Bite: The bite deals 1d6 damage. The target must make a CON save or be poisoned, suffering disadvantage on all rolls for 1 hour.
  • Special:
    • Dark Aura: The chaotic energy around the Gloomspider causes all creatures within 10 feet to make a WIS save or suffer disadvantage on all rolls due to confusion and fear.

Fate (Core System)

Gloomspiders

  • High Concept: Chaotic Arachnids from The Maelstrom’s Embrace
  • Trouble: Eldritch Agility and Venomous Attacks
  • Aspects:
    • Phasing Through Solid Objects: Can move through walls and obstacles.
    • Chaotic Webs: Webs are imbued with dark magic, draining strength and hindering movement.
    • Nightmarish Appearance: Their presence evokes dread and unease.
  • Skills:
    • Athletics: +4 (High agility and climbing abilities)
    • Stealth: +4 (Skilled at moving unnoticed)
    • Fight: +3 (Venomous bite attack)
    • Physique: +2 (Strength for physical attacks)
    • Lore: +1 (Knowledge of chaotic magic)
  • Stunts:
    • Phasing Agility: Once per scene, the Gloomspider can phase through solid objects to avoid an attack or bypass obstacles.
    • Web Trap: When a Gloomspider uses its web attack, it creates a zone of sticky webs. Characters within this zone must overcome a +2 difficulty to move or take actions unless they succeed on a physique roll.
    • Chaotic Venom: The Gloomspider’s bite inflicts a -2 penalty to all actions for one scene unless the target succeeds on a willpower roll.
  • Consequences:
    • Mild: Disoriented (Suffers a -2 penalty to all rolls due to chaotic influence)
    • Moderate: Entangled (Can’t move freely; must overcome a +2 difficulty to escape webs)
    • Severe: Poisoned (Takes additional damage each turn until treated)

Numenera & Cypher System

Gloomspiders

  • Type: Level 5 Creature
  • Defense:
    • Armor: 3 (Natural armor and agility)
    • Health: 20
    • Speed: 12 (Can move through solid objects using phasing agility)
  • Attacks:
    • Venomous Bite: 1d6 + 4 damage, plus 2 points of poison damage per round for 1 minute. Target must make a Might defense roll or suffer the effects of the poison.
    • Web Trap: The Gloomspider can cast webs to ensnare a target within immediate range. The target must succeed on an agility defense roll to avoid being restrained. A restrained target loses 2 points of speed and cannot act until freed.
  • Abilities:
    • Phasing Agility: The Gloomspider can phase through solid objects once per round to avoid an attack or bypass barriers.
    • Chaotic Webs: The webs have an additional effect. A character caught in the webs must roll Might or suffer 2 additional points of damage each round due to the draining nature of the webs.
    • Dark Aura: Characters within short range of the Gloomspider must roll a Will defense or suffer a -1 penalty to all actions for 1 hour.
  • Special Defense:
    • Chaotic Presence: Characters must make a Will defense roll if they enter the Gloomspider’s vicinity; failure results in a -1 penalty to all tasks for 1 hour.

Pathfinder (2nd Edition)

Gloomspiders

  • Creature Level: 6
  • AC: 24
  • HP: 80
  • Speed: 30 ft., climb 30 ft.
  • Attack Options:
    • Bite: +12 to hit, 2d6+5 piercing damage, plus 1d6 poison damage. The target must succeed on a DC 18 Fortitude save or be poisoned, suffering a -2 penalty to all checks and saving throws for 1 minute.
    • Web (Recharge 5-6): Ranged +10 to hit, range 30 ft., target entangled (AC 15, HP 10). Escape DC 20. Targets are also drained of 1d4 STR per round while entangled.
  • Defensive Abilities:
    • Phasing Agility: The Gloomspider can move through solid objects once per round as a reaction to avoid an attack or move through barriers.
    • Dark Aura: All creatures within 10 ft. must succeed on a DC 20 Will save or be frightened 1 for 1 minute.
  • Special Abilities:
    • Chaotic Webs: The webs’ sticky nature causes entangled creatures to take 1d4 points of damage per round due to draining.
    • Venomous Bite: Inflicts additional poison damage and reduces effectiveness by -2 to all actions for 1 minute unless a successful Fortitude save is made.
    • Resistances: Immune to poison, resistant to physical damage from non-magical attacks.

Savage Worlds

Gloomspiders

  • Type: Monster (Rank: Veteran)
  • Attributes:
    • Agility: d10
    • Smarts: d6
    • Spirit: d8
    • Strength: d8
    • Vigor: d8
  • Skills:
    • Climbing: d10
    • Stealth: d10
    • Fighting: d8
  • Pace: 6
  • Parry: 6
  • Toughness: 8
  • Attacks:
    • Bite: +8 to hit, 2d6+4 damage, plus 1d6 poison damage (treat as a Vulnerability). The target must make a Vigor roll or suffer an additional -2 penalty to all rolls for 1 hour.
    • Web: The Gloomspider can create a web attack at +8 to hit, range 10/20, causing entanglement. The target must make a Strength check to break free (difficulty 7). The webs drain 1d4 points of Strength per round.
  • Special Abilities:
    • Phasing Agility: The Gloomspider can use a free action once per round to move through solid objects, avoiding obstacles and attacks.
    • Chaotic Presence: All creatures within 10 feet must make a Spirit roll at -2 or be Shaken for 1 round due to the chaotic aura.
    • Web Manipulation: Webs created by the Gloomspider cause 1d4 points of damage per round due to draining energy.
    • Environment: The Gloomspider thrives in dark, shadowy environments, making them ideal for subterranean or chaotic dungeons.

Shadowrun (6th Edition)

Gloomspiders

  • Attributes:
    • Body: 5
    • Agility: 8
    • Reaction: 6
    • Strength: 4
    • Willpower: 4
    • Logic: 2
    • Intuition: 5
    • Charisma: 1
    • Edge: 2
    • Initiative: 11 + 1d6
    • Movement: 8/16
    • Armor: 4
    • Condition Monitor: 10 Physical, 9 Stun
  • Skills:
    • Unarmed Combat: 8
    • Athletics: 7
    • Stealth: 9
    • Perception: 6
  • Attacks:
    • Venomous Bite: Attack Rating 8, 5P damage, plus 1P poison per round for 3 rounds (Body + Willpower [3] test to resist).
    • Web Throw: Attack Rating 10, target restrained (Body + Strength [4] test to escape). Webs drain 1 Strength per round while restrained.
  • Powers:
    • Phasing Agility: The Gloomspider can move through solid objects as a Simple Action once per round.
    • Chaotic Aura: All targets within 3 meters must make a Willpower + Logic [4] test or suffer -2 dice pool penalty due to disorientation and fear.
    • Web Manipulation: The Gloomspider’s webs drain 1 Strength per round. Escaping requires a Body + Strength [4] test.
  • Weaknesses:
    • Light Sensitivity: The Gloomspider suffers -2 dice pool penalty in bright light.

Starfinder

Gloomspiders

  • CR: 4
  • XP: 1,200
  • HP: 50
  • EAC: 16
  • KAC: 18
  • Fort: +6
  • Ref: +9
  • Will: +4
  • Speed: 30 ft., climb 30 ft.
  • Melee:
    • Bite +10 (1d8+6 P plus poison)
  • Ranged:
    • Web +9 (entangle, DC 16 Reflex to escape)
  • Offensive Abilities:
    • Phasing Agility: The Gloomspider can move through solid objects once per round as a swift action.
    • Venomous Bite: Bite attack deals 1d8+6 P damage plus poison (1d4 Con damage per round, 2 rounds, Fort DC 14 negates).
  • Defensive Abilities:
    • Chaotic Aura: All creatures within 10 ft. must succeed on a DC 14 Will save or be shaken for 1d4 rounds.
  • Skills:
    • Stealth +16
    • Acrobatics +12
    • Perception +10
  • Special Abilities:
    • Web Manipulation: Webs are difficult to escape, requiring a DC 16 Reflex save. Targets entangled by the webs lose 1 Strength per round until they escape.

Traveller (Mongoose 2nd Edition)

Gloomspiders

  • Characteristics:
    • Strength: 7
    • Dexterity: 12
    • Endurance: 8
    • Intelligence: 4
    • Education: 2
    • Social Standing: 1
  • Skills:
    • Athletics (Coordination) 2
    • Melee (Natural Weapons) 2
    • Recon 1
    • Stealth 3
  • Combat:
    • Bite: 2d6+3 (plus poison, 1d6 END damage per round for 3 rounds, END check to resist)
    • Web Throw: Entangles target, requires Athletics or Strength check to escape. Drains 1 END per round while entangled.
  • Traits:
    • Phasing Agility: Can move through solid objects at half speed.
    • Chaotic Aura: All characters within 3 meters must make an END check or suffer -2 DM due to disorientation and fear.
    • Web Manipulation: Webs drain 1 END per round. Escaping requires an Athletics or Strength check.
    • Armor: 4
    • Speed: 10 meters

Warhammer Fantasy Roleplay (4th Edition)

Gloomspiders

  • Attributes:
    • WS: 40
    • BS: 0
    • S: 35
    • T: 40
    • Ag: 55
    • Int: 20
    • WP: 30
    • Fel: 10
    • Wounds: 18
  • Skills:
    • Melee (Natural Weapons) +8
    • Stealth +10
    • Perception +5
    • Athletics +7
  • Traits:
    • Venom: Melee attacks inflict poison (Toughness Test or suffer 1d10 Wounds ignoring Armor).
    • Phasing Agility: Can move through solid objects once per round.
    • Chaotic Aura: All characters within 10 yards must pass a Cool Test or suffer -10 to all tests for 1d10 rounds.
    • Web Manipulation: Entangles target, requires a Strength or Agility Test to escape. Drains 1 Toughness per round while entangled.
  • Special Abilities:
    • Dark Magic: Webs and bites are infused with dark magic, causing additional -10 penalty to tests involving strength and resistance.
  • Weapons:
    • Bite: (1d10+3, SB 3, Poison)
    • Web: Entangles and drains Toughness.