Kryx RPGThemesCreatures
Ettercap

Ettercap

Medium monstrosity
Challenge
2

STR
2
DEX
2
CON
1
INT
−2
WIS
1
CHA
−1

44
8d8+8
15
Fort
+1
Ref
+3
Will
+1
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Insight +1 (12), Perception +3 (14), Stealth +4 (15), Wilderness +3 (14)
Senses darkvision 10 m.

Maneuvers. The ettercap uses maneuvers (maneuver save DC 12). It has 7 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, grapple, inject venom (bite only), spring attack, tear flesh

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 (2)

Bite (1/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.

Claws (1/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 7 (2d4 + 2) slashing damage.

Web (Recharge 5–6). The spider shoots a web at a Large or smaller creature that it can see within 10 meters of it. The targeted creature must succeed on a DC 12 Reflex saving throw or be restrained by the webbing. As an action, the restrained target can make a DC 11 Brawn check, bursting the webbing on a success. The webbing can also be attacked and destroyed (10 Defense; 5 Health; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Variant: Web Garrote. Melee Weapon Attack: +4 to hit, reach 1 m., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage. If the ettecap uses the grapple maneuver, the target can’t breathe, and the ettercap has advantage on attack rolls against it.

Forestsrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon in an attempt to inject venom. You must have a form of venom inherent to your body to use this maneuver. On a hit, the creature must make a Fortitude saving throw against poison (DC equal to 8 + your Constitution + your proficiency bonus).

On a failed save, it takes poison damage equal to the stamina die and is poisoned for the duration.

On a successful save, it takes half as much damage.

At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage by two dice for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.