||Guela looks like a humanoid with spidery fangs and spinnerets, with the latter located at the small of its back. She retains bite attack, webs, and poison in this form, and can wield weapons and wear armour.
Before Combat Guela casts mage armor every day.
During Combat Guela targets melee-focused combatants with hideous laughter and attempts to interrupt spellcasters with magic missile or shifts to
her terrifying hybrid form to target creatures with webs.
An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea’s brain. All araneas have a single alternate form as well—this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms—this additional shape is locked into one unique appearance.
Araneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service).
Skilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom.
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 the following ranges 5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action.
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 opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift 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 info under webbing.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
2nd (5/day)—hideous laughter, invisibility
1st (7/day)— charm person, mage armour +4 AP (already cast),magic missile, shield
0th (at will)—Bleed, detect magic, light, message, repair, open/close
Potency: as END of creature
Onset time: instant
Duration: 6 rounds (30 seconds)
Conditions: Victim loses 1d3 STR per round. These losses does not recover until the poison has been treated. They then return at rate of 1d3 per day.
Antidote/Cure: Can be cured with magic. Another cure is to take the venom from the Aranea and boil it to render it down. this is then drunk with a mixture of herbs. Each dose of the cure grants a new resistance roll vs the poison effects. The total amount of venom that can be harvested is equal to the aranea's endurance divided by 10. This does have the unfortunate side effect of making the drinker feel Nausea for 1d4 hours. Luckily this effect is not cumulative.
Range POW in Metres
Target one humanoid creature
Cost: 1 per I
Duration: 1 tround/I
Saving: Opposed Willpower negates
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless and can still parry attacks. After the spell ends, it can act normally. On the creature’s next turn, it may attempt a new saving throw to end the effect. If this save is successful, the effect ends but the creature needs to take the rest of the round recovering. If not, the creature continues laughing for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +1 Sift bonus on its saving throw, because humour doesn’t “translate” well.
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
Cause a stabilized creature to resume dying.
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a formidable Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.