Ghast Spider
Published by Eight Star in the blog Eight Star's Work Load. Views: 332
A few good ponies faced this boss creature in "Game Night." As you see, it's a predatory creature that plays with its prey's emotions.
Of course, it was going to beg for mercy, if Rexxar hadn't coup de grace'd it.
Ghast Spider
“These giant spiders appear to be just as hairy as the tarantula, but much larger and fierce. Their hair is made up of shades of dark grey and lighter shades making up terrifying patterns on their back. I’m not sure if it’s to ward off some kind of predator, or to enhance its already staggering ability to control the minds of its prey! I can say I have encountered one before, and I hope never to again. My only advice to those who encounter one is to look away and run!”
- Zinorzo, Gronk Nomad
Boss – CR = 3 (Counts as 6 for summoning spells.)
HP: 30 WP: 15
MP: 120 SP: 60
Init: +0 Hit: +16
Dodge: +0 Block: ---
Def: 4/4 M.Def: 16/0
Psyche Blast: For the cost of 14 MP, the spider attacks the target’s mind. This attack is Willpower to hit and Willpower to resist only. If the attack hits, it deals 1d10*2+16 Psychic Damage. Any damage incurred on the target has a chance to cause Hallucinations. The Willpower RC is Damage Received multiplied by 3.
Spectral Silk: For the cost of 10 MP, the spider may summon thick spider silk around a target up to 30’ away. This will Entangle the target, unless the target is able to beat a Strength RC of 60. This counts as an attack action, and if the target it bound, the spider can then pull them towards it at 10’ a round on initiative zero. Multiple targets may be bound this way. If the target is Hallucinating, they cannot make the Strength RC check, and must beat the Hallucinations first. Each round end that a target is Entangled, the Strength RC goes up by 10 points. This silk is physical, and can be cut by ally assistance. It has maximum AP equal to its current RC.
Devour: Once the Ghast Spider has a target bound in its webs and pulled to it, it can make a melee attack to bite into it. This attack deals 2 points of Unblockable Damage to Max HP, Max WP, Max MP, and Current SP, and the target receives a 1 point Trained penalty to Endurance and Speed. The Ghast Spider is healed for 8 points of HP and MP each time it deals damage with this ability.
Spittle Spray: When threatened by opponents it cannot beat, and unable to run, the Ghast Spider will use its Acidic Spittle, which costs 20 MP and affects a 10’ Fan. Anyone in the fan can make a dodge roll at RC 70 to be unaffected. Anyone affected by the spittle takes 1d8*3+16 Acidic Water Elemental Damage.
Incapacitating Hallucinations: On a free Glare attack, the spider is able to inflict Hallucinations on a ranged target. To resist this, the target must beat a Willpower RC of 90. The target will not move during these hallucinations, and often will believe they are falling into darkness. This may be performed as a free action once a turn.
Defensive Mental Displacement: When being attacked, the spider may make an instant Glare attack for 4 MP. If eye contact is successful, the spider will be displaced in the target’s mind. The spider may replace its location with another being or object within melee range so that the target will hit that instead. Otherwise, the attack will merely miss. This is a momentary illusion, and has no long-lasting effects. To ignore this effect, the target must beat a Willpower RC of 90.
Nightmare Surroundings: For the cost of 30(10) MP, the spider can turn any indoor surroundings into an illusionary nightmare for its opponents. Horrific scenes and details become seemingly real, and it can bend reality slightly to fit a new, larger size and field constraints. When the spider uses an ability that causes a mental effect on a target who is in their Nightmare Surroundings, the RC to resist the effects goes up by 10 points.
Carapace: Being a spider, albeit a frail spider, it has a tougher than average exoskeleton.
Absolutely Mental: Unaffected by any mental affects.
Slippery: Unable to be Entangled, and automatically succeeds at escaping grabs when the escape is attempted on its turn.
Regenerating: Ghast Spiders heal 2 HP and 6 MP per round.
Illusionary Ally: For 10(5) MP, the Ghast Spider can create up to two illusionary specters. These specters are perfect distractions to hide the spider while it works on getting its meal. The specters can communicate intelligently, act independently from the spider, and can do psychic damage.
Illusionary Specter – Minion – CR = 0
HP: 15 Hit: 60 M.Def: 2/2
Un-Hittable: Since they are an illusion, the specters can only take damage from magic attacks not delivered by a weapon attack. As an illusion, they are unaffected by life, psychic, or death magic.
Psyche Beam: Specters can fire off a beam of energy that follows along a 20’ long line. The opponent may try to dodge with an RC 60. If it hits, the beam deals 1d10+6 Psychic Damage. Any damage incurred on the target has a chance to cause Fear. The Willpower RC is Damage Received multiplied by 3.
Ghast Spider Base Stats:
Str: 2 End: 4
Mag: 0 Will: 16
Spd: 0 Sth: 8
Per: 10 Kno: 8
Monstrous Lore:
Check 90: Ghast Spiders, while not actually undead, are named after the powers they possess. One of these has the capabilities to take down a smaller group of new adventurers with ease using a variety of mental effects and spectral minions. The easiest way to deal with a Ghast Spider is blind fighting, as most of its abilities require a look into its opponent’s eyes. It is important to point out that the illusions caused by the Ghast Spider are more potent than most undead. In fact, when inside, a Ghast Spider can twist its surroundings to improve its own illusionary powers. The most important and effective means to defeating this beast is to work well with a team, and not try to take it on alone.
Check 120: Aside from the previous information, it is very important to ignore the specters that the spider has around it. The specters are nothing but illusions, and while they may seem real enough to hurt, they do nothing compared to the beast controlling them.
Check 150: The smaller cousins to the Wraith Spider, they are vicious mental enemies, so steeling your Will to face this sort of beast is the best way to go. The first sighting of such a creature was in the abandoned castle of Zax’thul’s original teacher. The vampire Edemion, who tried many new methods to bearing forth his creatures of terror. Many forms of undead and nightmare-fueled beasts came from his research long before his death at the hands of the mighty Vampire Hunter Ravorai.
When a group of cleansing inquisitors disappeared inside of the old castle ruins, more investigations continued. It wasn’t until Ravorai returned from the New World that he investigated the castle. He found their bodies, twisted and drained of their souls, and he faced the self-acclaimed specter of Edemion. However, when Ravorai could not affect the spirit as an undead, he detected the presence of the ghast spider. Instead of killing it, he was impressed by the intelligence of the deadly spider, and decided to let it live… if it could survive the collapse of the castle.
In theory, ghast spiders exist in places where there used to be a large concentration of necromantic activity. The feeding upon necromancy-infused mana infested insects, rodents, and eventually small creatures would create such creatures. They are lone creatures, and when more of their kind come up, the strongest devours them to increase its own strength and life-span.
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