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Weaver of WebsCreature 15


UniqueGargantuanBeastMythic
Source Pathfinder War of Immortals
Perception +32 (greater darkvision, tremorsense (imprecise) 120 feet, all-around vision, greater web sense)
Languages Aklo, Chthonian, Common, Diabolic, Draconic, Dwarven, Empyrean, Jotun, Sakvroth, Truespeech
Skills Acrobatics +25, Athletics +30, Crafting +21, Deception +30, Diplomacy +27, Intimidation +30, Nature +25, Occultism +27, Religion +27, Society +27, Stealth +30
Str +6, Dex +4, Con +6, Int +8, Wis +6, Cha +6

AC 36; Fort +26; Reflex +23; Will +29; +1 status to all saves vs. magic
HP 335 (regeneration 10 (deactivated by bright light)
Speed 60 feet (climb 60 feet)
Immunities mental, poison
Resistances Cold 10, Void 10, Mythic 15

Fangs One Action +28 (+23, +18) to hit (magical, reach 10) 2d8+16 Piercing
Tarsal Claw One Action +28 (+23, +18) to hit (magical, reach 15) 2d6+16 Slashing
Web One Action +24 (+19, +14) to hit (magical, nonlethal) 4d4+10 Bludgeoning

Countless Eyes (scrying)

The Weaver of Webs can see through the eyes of any spider, living or dead, in one of her many lairs. When the Weaver casts her Scrying spell and targets a spider in her lair, the spell is not expended, and the spider automatically critically fails its saving throw.

Greater Web Sense

The Weaver of Webs' tremorsense also extends to any of her webs, regardless of distance or area, and her tremorsense is a precise sense against any creature in contact with one of her webs.

Remove a Condition One Action (concentrate)

Cost 1 Mythic Point


Effect The Weaver removes any one condition currently affecting her.

Webbed Conveyance (manipulate)

Requirements The Weaver is within 15 feet of a creature Paralyzed in her nightmare cocoon


Effect The Weaver grabs the paralyzed target, webs them to her back or one of her legs, and then Strides. As long as the creature is Immobilized by the Weaver's nightmare cocoon, it shares the Weaver's space and moves with her. The DC to Escape the nightmare cocoon increases to 36.

+1 Status to All Saves vs. MagicRegeneration (Deactivated by Bright Light)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Adopted Brood Reaction

Trigger A creature deals precision damage to the Weaver


Effect A spray of smaller spiders pours out of the open wound. These spiders deal 3d6 piercing damage to a single creature within 15 feet of the Weaver and expose that creature to Weaver venom before skittering away.

Mythic Resistance

The Weaver of Webs has resistance 15 to all attacks made with non-mythic weapons and unarmed attacks made by nonmythic creatures.

Spilled Secrets (aura, mental)

Any creature that speaks within this aura must succeed at a DC 34 will save or divulge some kind of secret instead of whatever speech they intended. Linguistic spells and effects gain the concentrate trait if they didn't have it already and are wasted if the creature fails this save.

On a critical failure, the character betrays a secret they least want to reveal to the Weaver or those present.

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Nightmare Cocoon (incapacitation, mental)

A creature struck by the Weaver's web Strike must succeed at a DC 34 reflex save or become Immobilized ([/act escape dc=34]). If the Weaver spends 1 Mythic Point as a free action when a creature fails this save, the creature is also Paralyzed, experiencing terrible nightmares of their deepest-held anxieties. The Weaver can view these dreams using a Sustain action, which imparts a –2 circumstance penalty to any Will saves the target attempts against the Weaver's spells until the beginning of the Weaver's next turn. At the end of a paralyzed victim's turn, they can attempt a DC 34 will save to end the paralyzed condition (though they are still immobilized until they Escape).

Weaver Venom (poison)

Saving Throw DC 34

Maximum Duration 6 rounds

Stage 1 2d10 poison (1 round)

Stage 2 2d10 poison and Slowed 1 (2 rounds)

Stage 3 3d10 poison and Slowed 2 (1 round)

Stage 4 4d10 poison (1 round) and the target permanently forgets the Weaver exists, including any previous mention of her.


Occult Innate Spells (DC 36, +28 to hit)

1st Level: Fear
2nd Level: Darkness (At Will), Invisibility, See the Unseen (At Will), Web (At Will)
3rd Level: Dream Message, Mind Reading
4th Level: Nightmare, Read Omens
5th Level: Sending (At Will), Truespeech (Constant)
6th Level: Phantasmal Calamity, Repulsion, Scrying, Teleport
7th Level: Retrocognition, Warp Mind
8th Level: Dream Council


Herald of the Web

Once a servitor of an ancient god of secrets, the Weaver of Webs now seeks to attain her own godhood.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.