Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.
No. Enc: 2d6
Movement: 120' (40')
Attacks: 1 bite or 2 pincers
Damage: 1d6 & special or 1d8 / 1d8
Hoard Class: None
Mist Spiders are huge arachnids that use a form of weather control to hunt, thus their name.
Some say these creatures are just one of the myriad of life-forms spawned by the final wars and the following years of contamination from both radiation and toxins that poisoned the land, while others are sure that they are surviving monsters that were inadvertently released during a failed dimensional-rift experiment propagated by the Ancients. No matter the origin, these creatures are fearsome foes and how they breed is even more terrifying.
The creatures are about 3’ long, with 6 legs sprouting from the thorax, while they have two arm-like pinchers that sprout from just behind the skull-like head. The back of the creature is covered in very dense spikes that can protect it from physical attacks.
These spiders tend to hunt in packs and use the mist that they create to their advantage. Each spider is able to create a thick fog or mist that is 1000’ in diameter, centered on the creator. This mist doesn’t move with the creator, but a pack will spread out so that they can cover tens of thousands of feet at a time. Effects and penalties of the mist are left up to the GM to decide.
While most other creatures are incapable of seeing more than a few feet ahead of them in the thick mist, these monsters are able to locate their prey via two methods… first they can use echolocation, and secondly, they have excellent thermal vision that allows them to clearly make out targets in the mist, which is always quite cool, even in the height of summer.
In combat, the creatures will attempt to grab a target with their pincers. The only way it can do so is by successfully hitting with both pincer attacks. If the Mutant Lord is using any type of grapple system, the victim must attempt to resist See Wisdom from the Wasteland issue 11: Optional combat rules for more information. Otherwise it will be strength versus strength check (with the Mist Spider having a strength equivalent of 16). Both sides must roll 1d20 and add their collective strength to it. The highest roll wins.
After the target has been grappled, the monster then bites the victim, injecting class 11 paralytic poison). Once the victim is paralyzed, the creature quickly wraps it completely in a thick webbing. This webbing is soaked in the same venom and when the venom from the bite wears off, the victim has to make another save immediately. Even then, the victim is still trapped, with the webbing having an effective strength of 32 to break