Sorry for the size of the image.
The actual issue, and one that negates many defenses of this spawn, is that they get into combat with the regular NPCs - which is good! - but they wander
very far from where they spawn when they do, which is bad. The daughters in this screenshot were actually even closer to the Publique than where I pulled them, here, because they'd slaughtered the regular thugs all the way from the cathedral, down the ramp, to the front of Warehouse 1.
Charlottes Daughters have enough CR to give XP to a level 20. They cannot be slowed, they can cast feeblemind, they can see invisibility. If they're led away by combat they should return afterwards to their mist spawn so that someone just trying to get to, for example, Novak's, or the east gate, can reasonably expect to do so with a modest investment in invisibility or what have you.
Further, if a Daughter is defeated but the resultant spider spawn is not, the spiders will persist past daybreak, in stealth, ready to slaughter NPCs and PCs alike.
My suggestion is to script them to return to their spawn, or alternately create a lesser variant red widow rather than copying the one from the dungeon, as the one from the dungeon is immensely strong compared to other mist spawns. They also probably should not follow targets through transitions.