Aeldari Warp Spider-Type
A teleporting shock fighter that refuses fair positioning.
Threat File — Aeldari Warp Spider-Type
TR 9 · AeldariSaves: Agility +8
Proficiencies: Awareness +6
Warp Jump Generator. Instead of moving, the warp spider teleports up to 60 feet to a space it could occupy. Walls, elevation, and Fire Lanes are irrelevant to the jump.
Flicker Doctrine. After attacking, the spider may make a second jump of up to 20 feet. Reactive Fire cannot target it during either jump.
The Warp's Toll. Each time the spider jumps more than once in a single turn, roll 1d6. On a 1, the jump goes wrong: the spider arrives at the end of its next turn, takes 2d6 warp damage, or does not arrive at all, at the GM's choice.
Deathspinner Burst. Ranged Attack: +8 to hit, range 30/60 ft., one target. Hit: 2d10 + 4 rending damage, and the target makes a Toughness Save DC 15 or is Pinned in the strangling web until the end of its next turn.
Jump-Strike. The spider teleports up to 60 feet to a space adjacent to a creature and makes one deathspinner attack against it, with Advantage if the target has not yet acted this round.
Web the Lane. The spider fills a 20-foot line with monofilament web. A creature crossing it takes 2d6 rending damage and moves at half Movement for the rest of its turn. The web persists until burned or cut away.
Flicker Out. When the spider is hit by an attack, after the damage resolves it may jump up to 20 feet away. This counts as a jump for The Warp's Toll.
Morale: Vanishes rather than withdraws — a warp spider losing an exchange simply is not there for the reply.
Tactics: Strike the people the party protects: the medic, the psyker, the heavy gunner mid-brace. One appearance per round, never the same place twice, always gone before the answer lands. The toll is the counterweight — a clever party can force more jumps than the shrine can pay.
Loot / Evidence / Hooks: A warp jump generator is a heretek's grail; every recorded human test ended with the wearer arriving somewhere else, in several senses.
Enemy Dossier
GM ReferenceAn Aeldari Warp Spider-Type is a teleporting shock fighter that refuses fair positioning as a religious principle — short warp-jumps, monofilament webs, and appearances measured in heartbeats. It fights inside the party's formation, briefly, repeatedly.
Use this enemy to punish backlines, support characters, and any assumption that a flank is secure because terrain says so.
Threat Profile: Moderate durability, teleport mobility ignoring all terrain, devastating short-range monofilament fire, appears and vanishes within one activation, small chance the warp keeps one.
Warp Jump Generator. Teleports instead of moving; walls, elevation, and Fire Lanes are irrelevant to its approach.
Flicker Doctrine. May jump again after attacking; Reactive Fire never gets a settled target.
The Warp's Toll. On a jump gone wrong (GM discretion or doubles), the spider arrives late, hurt, or not at all.
Deathspinner Burst. Short-range monofilament attack; targets save or are also Pinned in the strangling web.
Jump-Strike. Teleports adjacent to a backline target and attacks with Advantage against the unaware.
Web the Lane. Fills a corridor with monofilament; crossing it costs damage and movement until cleared.
Morale: Vanishes rather than withdraws — a warp spider losing an exchange simply is not there for the reply.
Tactics: Strike the people the party protects: the medic, the psyker, the heavy gunner mid-brace. One appearance per round, never the same place twice, always leaving before the answer lands. Their toll is the counterweight — every jump is a dice-roll with the warp, and a clever party can force more jumps than the shrine can pay.
Full Stat Block Priority: High