Valebaiters
gnathorages
Headcount
2d3 ("eye," scouting pod), 3d3 ("pearl," patrol), 3d4 ("knot," hunting party), or 4d4 ("tapestry," family)
Vitals
- com
- d10
- mov
- d10
- rea
- d4
- wil
- d10
- cha
- d4
- hea
- 22
- grt
- 14
- DR
- 0
Habits
- Stalking a small caravan from atop a ridge
- "Knitting" mysterious bubble-art with their venom sacs
- Sleeping in triplets atop a series of rod-shaped rock formations
Dogma
- The joyful art of hungry-murder
Attacks
- Bite, d10 damage plus necrotizing venom, a struck biological target must make a WIL/resist world to resist; otherwise, they permanently lose d4 HEA.
Powers
- Chromatophores (free) – Valebaiters can freely and silently communicate with one another via infrared shapes, crafted spatially in front of them. The signs allow them to coordinate their movements with great precision. (Mechanically, they can "speak" without producing sounds or visible light.)
- Defrict CRB104
- Set ambush (special) – When the voidminers first move into the same area as the valebaiters, they can ask to make a WIL/ perceive against the valebaiters’ MOV/sneak (d10); if the voidminers fail the check, they are automatically ambushed.
Story notes
The spiders are intelligent... and there is no human or wetan on Radanaar who does not see them as dangerous. They are hunters, highly tactical, and use their chromatophoric signaling to coordinate hard-hitting ambushes. While they use their spider-silk for binding and dragging fallen prey, they rely more on their stalking prowess when hunting. GMs, you can interpret the power set ambush in two ways— strictly or generously. Interpreted strictly, the players have to ask to spot spider-ambushes every time they enter a new area. Interpreted generously, the players can get ambushed due to their failure to check for ambushes once; after that, you can prompt them to make these checks, since presumably the voidminers will have wised up and adopted better operational security...