Ettercap

Ettercap

Medium humanoid
Challenge

STR
2
DEX
2
CON
1
INT
−2
WIS
1
CHA
−1

44
8d8+8
15
Fort
+2
Ref
+3
Will
+0
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Perception +2 (13), Stealth +3 (14), Wilderness +2 (13)
Senses darkvision 10 m.

Maneuvers. The ettercap uses maneuvers (maneuver save Difficulty 12). It has 5 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 when it finishes a short rest. It knows the following maneuvers:

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

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make a skill 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: +3 to hit. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.

Claws (1/turn). Melee Weapon Attack: +3 to hit. Hit: 7 (2d4 + 2) slashing damage.

Web (Recharge 5–6). The ettercap 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 Difficulty 12 Reflex saving throw or be restrained by the webbing. As an action, the restrained target can make a Difficulty 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: +3 to hit., one Medium or Small creature which the ettercap has advantage on the attack. Hit: 4 (1d4 + 2) bludgeoning damage. If the ettecap uses the grapple maneuver, the target can’t breathe, and the ettercap has advantage on attacks made 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 on a miss by 4 or less) if you have advantage on the attack, 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.

Enhance

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

As an action, 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 on a miss by 4 or less) for each additional stamina die expended.

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

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

Enhance

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

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.