Spiders

Poisonous Spider

Small semi-sentient insectoid (3d6)
STR 1 (1d6) AGI 3 (2d6) END 1 (1d6)INT 3 (2d6) LOG 1 (1d6) WIL 1 (1d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)
MELEE DEFENCE 10RANGED DEFENCE 14MENTAL DEFENCE 10VITAL DEFENCE 10
HEALTH 9SOAK 0; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 3d6 SPEED 4; CLIMB+ 4; JUMP 6'/1'CARRY 20lb (max lift 50lb)
REACH 5-ftACTIONS 2
🅜🅥 Fangs 2d6 melee/vital (1d6+1 poison damage)
Skills hardy 1 (1d6), combat 1 (1d6), perception 1 (1d6), movement 3 (2d6), reactions 1 (1d6)

──────────


Insectoid. Climbing is a natural movement mode for insectoids. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. Such creatures can move on walls and ceilings normally.
Poisonous Bite. On a successful hit the victim becomes Poisoned. If the hit also beats VITAL DEFENCE the victim also becomes Sick.

Attercop

Medium sentient insectoid (5d6)   STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 3 (2d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) 
MELEE DEFENCE 20RANGED DEFENCE 15MENTAL DEFENCE 10VITAL DEFENCE 15
HEALTH 30SOAK 5 (chitinous hide); VULN noneIMMUNE none
INITIATIVE 5d6PERCEPTION 4d6; websense 5d6SPEED 5; CLIMB 5+; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜🅥 Fangs 5d6 melee/vital (3d6+3 piercing/poison damage)🅡 Web 3d6 ranged (restrains; range 8)
Skills stealth 3 (2d6), websense 1 (1d6), hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 3 (2d6), tactics 3 (2d6)

──────────

                   Insectoid. Climbing is a natural movement mode for insectoids. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. Such creatures can move on walls and ceilings normally.
Poison. The attercop's bite attack contains a paralytic poison, as they like to  cocoon victims before consuming them. Each successful bite whih also beats the target's VITAL DEFENCE Slows the victim.
Web. An attercop's web attack is a ranged attack which Restrains a medium sized target or smaller.  The web is flammable and can be burnt off, but this causes 2d6 heat damage to the trapped creature.    
Death from on High. Attercops can drop down on their opponent from at least 5' above them, making a bite attack. This counts as a charge but knocks the opponent prone and does 1d6 extra damage.
Pack Hunters. Attercops are sentient and work well in packs. If in a group of three or more, they gain +1d6 to their INITIATIVE checks. They constantly whisper to each other in an alien-sounding language as they coordinate.

Lobesh, Spider King

Medium sentient insectoid (paragon attercop) (9d6)   STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 3 (2d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) 
MELEE DEFENCE 20RANGED DEFENCE 15MENTAL DEFENCE 10VITAL DEFENCE 15
HEALTH 90SOAK 10 (chitinous hide); VULN noneIMMUNE none
INITIATIVE 9d6PERCEPTION 9d6; websense 9d6SPEED 5; CLIMB 5+; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 3
🅜🅥 Fangs 9d6 melee/vital (6d6+6 piercing/poison damage)🅡 Web 9d6 ranged (restrains; range 8)
Skills stealth 3 (2d6), websense 1 (1d6), hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 3 (2d6), tactics 3 (2d6)

──────────

                   Insectoid. Climbing is a natural movement mode for insectoids. The creature gains a CLIMB speed equal to its regular SPEED and does not need to make checks to climb. Such creatures can move on walls and ceilings normally.
Poison. The attercop's bite attack contains a paralytic poison, as they like to  cocoon victims before consuming them. Each successful bite whih also beats the target's VITAL DEFENCE Slows the victim.
Web. An attercop's web attack is a ranged attack which Restrains a medium sized target or smaller.  The web is flammable and can be burnt off, but this causes 2d6 heat damage to the trapped creature.    
Death from on High. Attercops can drop down on their opponent from at least 5' above them, making a bite attack. This counts as a charge but knocks the opponent prone and does 1d6 extra damage.
Pack Hunters. Attercops are sentient and work well in packs. If in a group of three or more, they gain +1d6 to their INITIATIVE checks. They constantly whisper to each other in an alien-sounding language as they coordinate.