Skulltula

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These strange spiders bear the gruesome visage of a skull, deep eye-sockets only serving as a distraction for prey. Some say that it brings them closer to the Dark Realm, but these claims are untested. What is known is that these creatures will set up webs sometimes miles across, thriving together in a tight-knit community.

SKULLTULA CR 4


XP 1200
N Large vermin
Init +6; Senses darkvision 60 ft., tremorsense 60 ft., websense; Perception +8

DEFENSE
AC 22, touch 15, flat-footed 16 ( +1 armor, +6 Dex, +6 natural, -1 size)
HP 40 (3d8 +21)
Fort +10, Ref +7, Will +5;
Immune mind-affecting effects

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +9 (1d8 +12 plus poison)
Ranged web +7 (DC 12, hp 2)
Space 10 ft.Reach 10 ft.

STATISTICS
Str 27, Dex 23, Con 24, Int -, Wis 18, Cha 10;
Base Atk 2; CMB 9; CMD 25
Skills Climb +22, Perception +8, Stealth +6; Racial Modifiers +4 Perception, +4 Stealth ( +8 in webs), +16 Climb

SPECIAL ABILITIES

Poison (Ex)
Bite-injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

SKULLWALLTULA CR 1


XP 200
N Small vermin
Init +4; Senses darkvision 60 ft., tremorsense 60 ft., websense; Perception +4

DEFENSE
AC 16, touch 15, flat-footed 12 ( +1 armor, +4 Dex, +1 size)
HP 10 (3d8 -3)
Fort +3, Ref +5, Will +1;
Immune mind-affecting effects;

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +1 (1d4 plus poison)
Ranged web +7 (DC 12, hp 2)
Space 5 ft.Reach 5 ft.

STATISTICS
Str 7, Dex 19, Con 10, Int -, Wis 10, Cha 2;
Base Atk 2; CMB -1; CMD 14
Skills Climb +14, Perception +4 ( +8 in webs), Stealth +13; Racial Modifiers +4 Perception, +4 Stealth ( +8 in webs), +16 Climb

SPECIAL ABILITIES

Poison (Ex)
Bite-injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.


In physical makeup, these creatures are almost identical to Skulltula, except for their shining golden hide. To kill one of these creatures is supposedly to invoke the wrath of the Skulltula, and a curse will claim an entire bloodline.

SKULLTULA, GOLDEN CR 1/2


XP 200
N Small vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft., websense; Perception +5

DEFENSE
AC 13, touch 12, flat-footed 11 ( +2 Dex, +1 size)
HP 5 (1d8 +1)
Fort +3, Ref +2, Will +1
Immune mind-affecting effects

OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +3 (1d3 plus poison)

STATISTICS
Str 10, Dex 15, Con 12, Int —, Wis 12, Cha 11
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills Climb +10, Stealth +10, Perception +5; racial +4 Stealth, +4 Perception, +8 Climb
Special Qualities Curse

SPECIAL QUALITIES

Curse (Su)
Upon a Golden Skulltula’s death, the killer of the Skulltula rolls 1d12. If they fail their saving throw on the various curses, the effects may only be healed by Remove Curse or similar effects. Refer to the chart below for effects.

1 — Curse of Strength: DC 20 Will, 1 day, 1d4 STR drain.
2 — Curse of Reflexes: DC 20 Will, 1 day, 1d4 DEX drain.
3 — No Effect
4 — No Effect
5 — Curse of Will: DC 20 Will, 1 day, 1d4 WIS drain.
6 — Curse of the Hag: DC 20 Will, 1 day, 1d4 CHA drain.
7 — No Effect
8 — Curse of Health: DC 20 Will, 1 day, 1d4 CON drain.
9 — No Effect
10 — Curse of the Mind: DC 20 Will, 1 day, 1d4 INT drain.
11 — No Effect
12 — Curse of the Skull: DC 17 Will, 1 day, and add the Skulltula Cursed template to your own.

Skulltula

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