- 2 (450 XP)
Dashing Strike. If the ettercap uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
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.
Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 1.5 m., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Fortitude 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 1.5 m. Hit: 7 (2d4 + 2) slashing damage.
Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 9/18 m., 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 10 Defense, 5 Health, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage.
Variant: Web Garrote. Melee Weapon Attack: +4 to hit, reach 1.5 m., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.