"Good things come to those who wait."---Greldum Drobe, captain of the White Rhino's military corps, addressing his young apprentice.
LEGEND POINTS: 95
Dex: 6 (d10)
Str: 4 (d6)
Tou: 5 (d8)
Per: 8 (2d6)
Wil: 6 (d10)
Cha: 4 (d6)
# of Attacks: 1
Attack: 8 (6)*
Damage: 6 (12)*
# of Spells: 0
Physical Def: 9
Spell Def: 8
Social Def: 8
Mystic Armor: 0
Uncon. Rate: 22
Death Rate: 31
Wound Thresh: 8
Combat Move: 60
Full Move: 120
Spitfire Spiders are a larger version of normal spiders. They are about four feet long and their
body is close to three feet wide. These spiders a generally covered in small black hairs. On the back of
the spider, their are four stripes of orange or red. This is the common way to identify Spitfire
Spitfire spiders can be found just about eveywhere. They mostly live in dark forests nd jungles.
They also live in great numbers around death's sea and the badlands. They group together into packs of
three to ten but it is not uncommon around the death's sea to find them in larger groups.
Spitfire spiders food are ussually small birds, rats and other rodents. It's not uncommon to see
these spiders capture larger creatures like cyotes and wolves. They will gladly eat these creatures as long
as they don't put up much of a fight. Spitfire Spiders don't generally atack or eat name-givers. The only
times they will attack a name-giver is if it is protecting it's lair or eggs. It will also attack to defend it's
*The most common method of a Spitfire Spider's attacks is their spit, hence their name. Their
spit isn't really fire but more of a hot plasma type substance. They can spit this plasma up to an amazing
150 yards in range. If it hits it's target, the target takes step 12 damage initially. They continue to take
step 6 damage the next following three rounds. After the three rounds, the plasma dries and crumbles
away to dust. the Spitfire Spiders can shoot this plasma twice and then must wait 3 rounds for it to reform
in their glands.
Characters who defeat these spiders can cut out the two glands that produces the plasma. The
sacs are very fragile and break easily. This makes them suitable for throwing them like gernades.
Unfortunatly, they can be dangerous to carry. It there is reason for the sacs to break, roll a step number
equal to the material strength of the material the sac is being broken against. The target number is 4. If
the result is equal to or higher, the sac breaks, spilling it's contents. These sacs are worth legend points,
50 apiece. They can be sold to any willing buyer for 50 silver as well.