Dungeons and Dragons Ettercap 3.5 PBP RPG

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Ettercap

Ettercap

Medium Aberration

Hit Dice:

5d8+5 (27 hp)

Initiative:

+3

Speed:

30 ft. (6 squares), climb 30 ft.

Armor Class:

14 (+3 Dex, +1 natural), touch 13, flat-footed 11

Base Attack/Grapple:

+3/+5

Attack:

Bite +5 melee (1d8+2 plus poison)

Attack:

Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Poison, web

Special Qualities:

Low-light vision

Saves:

Fort +4, Ref +4, Will +6

Abilities:

Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8

Skills:

Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8

Feats:

Great Fortitude, Multiattack

Environment:

Warm forests

Organization:

Solitary, pair, or troupe (1-2 plus 2-4 Medium monstrous spiders)

Challenge Rating:

3

Treasure:

Standard

Alignment:

Usually neutral evil

Advancement:

6-7 HD (Medium); 8-15 HD (Large)

Level Adjustment:

+4

An ettercap is about 6 feet tall and weighs about 200 pounds.

Ettercaps speak Common.

Combat

Ettercaps are not brave creatures, but their cunning traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its keen-edged claws and venomous bite. It usually will not come within melee reach of any foe that is still able to move.

Poison (Ex): Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus.

Web (Ex): An ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.

An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Skills: Ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


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"Fay, you don't want to be out there when they… Yep, when they do that"

Several of the grey dwarves following the scouts are growing, towering over the others and wielding axes suited to felling giants.

"You are right about one thing though, back up the front line a little, so more of us can engage them as they come in."

Before he moves back, Silas points his weapon, and a ball of fire arcs from it to land in the center of the charging pack of duergar. There is a hollow thump, and then the room is lit up as a massive fireball envelops most of the enemy, flinging them about. Several do not get back up, but most do, and the charge resumes.

Out of Character: Those of you with attack options with a range of more than 60 feet or so, you'll be able to get one shot off in the round before they can close in. Lia's first shot with the Lightning bolt wand will have to wait for round 2, but she could cast/shoot something else right now. There's now space for anyone who wishes to be on the front line.

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