Ettercap

Ettercap

Medium monstrosity, neutral evil

2
Challenge Rating
450 XP

An Ettercap is a monstrous creature that resides in forests, caves, and other secluded areas. It is a humanoid spider-like creature known for its predatory nature and its ability to weave intricate webs. Ettercaps are often seen as harbingers of fear and are known to be skilled hunters and trappers.

Physically, Ettercaps resemble a hybrid between a spider and a humanoid. They have a hunched posture with long, spindly limbs and a spidery abdomen. Their bodies are covered in coarse hair, and they possess multiple pairs of eyes that allow them to have a keen sense of sight. Ettercaps have sharp, venomous fangs and are known for their proficiency in using both their claws and their webs to capture prey.

Ettercaps are known for their web-spinning abilities, constructing intricate and sticky webs to trap unsuspecting creatures. They are skilled at setting up ambushes, waiting patiently for their prey to become ensnared in their webs before closing in for the kill. Ettercaps are also capable of climbing walls and ceilings with ease, allowing them to navigate their environments with agility.

While Ettercaps primarily rely on their physical prowess, they possess a basic level of intelligence and cunning. They are adept at setting traps and using their surroundings to their advantage. Ettercaps are typically solitary creatures, but they may form temporary alliances with other creatures that share their predatory nature.

Encountering an Ettercap can be a harrowing experience, as they are formidable opponents both in close combat and at a distance. They can use their webs to immobilize and entangle their foes, making them vulnerable to their venomous bite or their slashing claws. In combat, they often employ hit-and-run tactics, using their agility and web-spinning abilities to control the battlefield.

Ettercaps are often associated with dark forests, haunted caves, and other eerie locations. They are frequently depicted as guardians of their territory, defending their webs and hunting grounds from intruders. Their presence in an area may indicate the existence of hidden dangers or the influence of darker forces.

In the game world, Ettercaps can serve as challenging adversaries for adventurers. Their ability to set traps and control the battlefield can make encounters with them both suspenseful and strategic. Characters must exercise caution and employ creative tactics to overcome the Ettercap’s web-based defenses and exploit its vulnerabilities.

Ettercaps can also provide opportunities for unique interactions and encounters. Characters may seek out their lairs for information, treasure, or the chance to negotiate an uneasy alliance. The webs of an Ettercap may be valuable resources for crafting items or magical artifacts. Exploring the complexities of an Ettercap’s behavior and motivations can add depth and intrigue to the game world.

Special Abilities

Spider Climb

The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense

While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

Web Walker

The ettercap ignores movement restrictions caused by webbing.

Actions

  • Multiattack: The ettercap makes two attacks: one with its bite and one with its claws.
  • Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
  • Web: Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.
Armor Class: 13 (natural armor)
Hit Points: 44 (8d8+8)
Speed: 30 ft. (walk), 30 ft. (climb)
str
14
+2
dex
15
+2
con
13
+1
int
7
-2
wis
12
+1
cha
8
-1
Proficiency Bonus: +2

Proficiencies

  • Skill: Perception +3
  • Skill: Stealth +4
  • Skill: Survival +3

Senses

  • Passive Perception: 13
  • Darkvision: 60′
Environment: Forest

Credits: SRD 5.1