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Size & Type (subtype):Medium-Size AberrationHit Dice:5d8+5 (27)
Initiative:   +3 (Dex)   Speed:   30 ft., climb 30 ft.  
Armor Class:   14 (+3 Dex, +1 natural)   Attacks:   Bite +3 melee, 2 claws +1 melee  
Damage:   Bite 1d8 and poison, claws 1d3   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Web, poison   Special Qualities:   Low-light vision  
Saving Throws  Fortitude: 2  
Reflex: 4  
Will: 6  
Abilities:   Str: 10
Dex: 17
Con: 13
Int: 6
Wis: 15
Cha: 8
Skills:   Climb +8, Craft (any one) +2, Hide +3*, Listen +10, Spot+10*   Feats:   Multiattack  
Climate and Terrain:   Temperate and warm forests   Climate:   temperate,warm  
Terrain:   forest   Organization:   Solitary, pair, or troupe (1-2 plus 2-4 Medium-size monstrous spiders)  
Challenge Rating:   4   Challenge Rating Value:   4  
Treasure:   Standard   Alignment:   Usually neutral evil  
Advancement:   6-7 HD (Medium-size); 8-15 HD (Large)  


Ettercaps speak Common.


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.

Web (Ex): An ettercap can cast 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 (see page 102 in the Player's Handbook for details on net attacks). The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). The web has 6 hit points 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 at a Spot check (DC 20) to notice a web or 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 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.

Poison (Ex): Bite, Fortitude save (DC 13); initial damage 1d6 temporary Dexterity, secondary damage 2d6 temporary Dexterity.

Skills: *Ettercaps in shadow receive a +4 racial bonus to Hide and Spot checks.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002