Legend of Zelda: An RPG to the Past
The Curse of the Golden Skulltula is a powerful one, which rearranges the entire body. A fusion of a Spider and Humanoid body, the Skulltula Cursed bears little resemblance to the human it once was. Only the two normal human arms replacing the spider-like legs and the human face on its abdomen betray what it once was. Skulltula Cursed retain the memories of their life before being Cursed, and in most ways actively try to counter or find help to remove the curse.
Though one might think it difficult to continue seeing normally in the Skulltula form, let alone consider fighting, it is less so. The Abdomen section of the Skulltula is able to rise up to near vertical height without much strain from the Cursed. In this way, they can fight and function nearly as normal.
The stigmata attached to being a Skulltula Cursed is a heavy one. Common people are terrified and confused by their presence, and if they don’t try to outright kill you, you may find yourself locked up or under a hangman’s noose. Needless to say, it is more intelligent to leave yourself outside of social centers.
Creating a Skulltula Cursed
“Skulltula Cursed” is an inherited or acquired template that can be added to any creature. A Skulltula Cursed retains all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Alignment: Usually neutral.
Type: The creature’s type changes to Monstrous Humanoid. Recalculate BAB, hit points, saves, and skill points.
BAB: Remains Class Bonus
Saves: Remains Class Bonus
SP: 4 + INT mod. You gain the following class skills: Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim.
Abilities: Dex +8, Con +2, Cha -4
Armor: You can no longer wear armor unless it is specially tailored to you (A process which you must haggle for, which most Shopkeeps will be unwilling to do). In addition you gain a natural armor bonus of +1/2 AC per level (or HD).
Senses: A Skulltula Cursed gains darkvision 60 ft, and websense 60ft.
Speed: The Skulltula Cursed gains a Climb Speed of 30ft. This grants the creature a +8 racial bonus to Climb.
Attacks: A Skulltula Cursed is granted the following attacks: Bite (1d6 for Medium/1d8 for Large/1d4 for Small), Slam (1d4 for Medium/1d6 for Large/1d3 for Small), Web 30ft (DC 10 + 1/2 level + Con modifier, 5 damage plus entangled)
Special Attacks: A Skulltula Cursed retains all the base creature’s special attacks, and the ability to wield weapons. You are also granted a web attack. See below.
Special Qualities: A Skulltula Cursed retains all the base creature’s special qualities and gains those described here.
Animal Blood (Ex)
A Skulltula Cursed counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals. It is allowed a Will save to resist spells and effects that specifically affect animals, even if the effect does not normally allow a Will save. The DC for such a save equals 10 + the spell’s level + caster’s appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 Skulltula Cursed’s HD plus Skulltula Cursed’s Charisma modifier. Success renders the Skulltula Cursed immune to that particular effect for 24 hours. Awaken animal has no effect on a Skulltula Cursed.
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.