ettercap web.jpg

Ettercap TRAITS 

ABILITY SCORE INCREASE:

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

AGE:

Ettercaps age and mature much at the same rate that Humans tend to, but can live up to 300 years if they are cautious.

ALIGNMENT:

Ettercaps generally tend to be Evil creatures because of their inherent connection to Lolth, the spider queen, but they do not serve her. They rely mostly on themselves and therefore favour Neutrality over law and society.

SIZE:

Ettercaps very in size, and can be anywhere between 4 and 7 feet tall depending on their environment and age. You count as a Medium creature.

SPEED:

Your base walking speed is 30 feet.

DARKVISION:

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Fang and Claw:

You are proficient with unarmed attacks, and any you do make with your talons, deal 1D4 slashing damage. Additionally, you may make one bite attack with your fangs which deals 1D8 piercing damage + your STR modifier, and an additional 1D8 poison damage. The victim then needs to make a CON saving throw who’s difficulty is 8 + your WIS mod + your proficiency bonus. On a failed save, the target is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on its-self on a success.
Your bite attack recharges after a long or short rest.

LANGUAGES:

You can speak, read, and write Common and Undercommon.

Monstrous Nature:

You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Shepherd to Spiders:

You may cast the Find Familiar spell as a ritual, to conjure a spider as a pet.

SPiderclimb:

You can climb difficult surfaces, including upside down on ceilings, or over your own webbing without needing to make an ability check. Your climbing speed is the same as your walking speed.

Webs:

Ettercaps have the innate ability to produce strong and fibrous webbing which they can use in many interesting ways. You may use the Rope of Swinging cantrip at will and may spin an intricate mesh of webbing, who’s vibrations alert you to danger, allowing you to cast the Alarm spell as a ritual. Additionally, once you reach 3rd level, you may cast the Web spell once per day.