Ettercaps

Aries_Omega

Explorer
I am in need of help. I have a story arc dealing with these nasty wee beasties. I have the MM, and Dragon 343 which has the Ettercap Brood Swarm and the "Advanced Ettercap" (the Matron) whom I will use possibly...maybe not...she is a CR 15. Anyhow here is what I need.

More Ettercaps...any weird variants, subraces or cousins. Have one with class levels. Seriously...anything.

Have you used them...if so tell me how and more about their tactics.
 

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Ettercaps being sneak, spidery people ("people" in the loosest sense possible really) are shoo-ins for roguey builds. Ambush tactics, traps, silken tripwires; that sort of thing. Fiendish templates aren't a bad way to go. I'd like to see some rogue and ranger builds that go to the Assassin PrC.

An ettercap ambush in a wooded area (someplace with anchoring points) can be pretty nasty, especially with overlapping web spells being fired off from surprise. I can't remember if ettercaps can move through there own webs, but if they can't, Freedom of Movement from a caster on a couple of big nasties would be helpful.
 


I don't know if it is what you are looking for or not, but I thought I'd throw it in here anyway.

I once ran a spider-themed adventure for my gaming group, where the party was sent to investigate some strange spider-related deaths in a farming community near a large forest. (Cliche', I know.) I used all sorts of spider-type monsters, but the one that really scared the crap out of my players was the "boss" monster.

I applied the half-dragon template to a Huge monstrous spider. I described it as a scaly spider with the neck and head of a black dragon, but instead of breathing acid (like the players assumed), it spewed forth a swarm of spiders. It turned out to be one of the most memorable beasties I've ever used...they still talk about it. A spider-breathing dragon. That's seriously messed up. :)

So if you were to apply the half-dragon template to an ettercap or a drider, and give it a spider-swarm breath weapon instead of acid...it might make a memorable encounter. Or it might be silly, depending on how the rest of the adventure is shaped.
 
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A spider-breathing dragon. That's seriously messed up.
One of the billions of demons the group in Inuyasha fights is one that vomits forth demonic wolf-like creatures. It was a pretty cool visual.
 

Nifft said:
IMC, they work alongside spiders and goblinoids.
I do recommend mixing things up a little.

Cheers, -- N

Insectoid goblins

I onced used the Spider caves (WoTC Map) as a setting and so stocked it with all kinds of spidery creatures including giant spiders, ettercaps and insectoid goblins. iirc the WoTC site also has a Drider template which can be used to create all sorts of spider goodness.

Theres alos the Incect Lycanthorps and Vermin Druid stuff at WoTC which can be applied to spidery stuff = perhaps an ettercap vermin druid that trasforms into a giant spider as the PCs watch

oh and don't forget Psionic Neogi (the Eel-spider things from Spelljammer )
 
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Aries_Omega said:
Have you used them...if so tell me how and more about their tactics.
Have not used them in a while but they climb, make thier lairs be 3D. Lots of ups and downs that will keep the party from getting to the ettercap as it uses hit and run abushes. Disguised pit traps that it places itself into apparant charge range in front of so those who do so charge fall into the pit without saving throw. Proficency with some type of missile weapon is always a good idea when you have a supply of your own poison.

Here is one advanced to large without class levels. Has some simple weapons{Humaniod shapped aberrations can use those and a suit of largemasterwork studded leather {ACP -0] taken from an ogre mercenary.

[sblock=9HD Ettercap Bruiser] Ettercap bruiser Large Aberration
Hit Dice: 9d8+36 (76 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 19 (-1 size +2 Dex, +4 natural, +2 MW studded leather armor), touch 11, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (2d6+6 plus poison) or large heavy crossbow +5 ranged [2d8 + poison] or Javelin +5 ranged [1d6+6 + poison*] or large long spear +11 melee [2d6+9 x3 + poison*]
Attack: Bite +11 melee (2d6+6 plus poison) and 2 claws +9 melee (1d4+3) or large long spear +11/+6 melee [2d6+9x3 + poison*] and Bite +9 melee (2d6+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Low-light vision
Saves: Fort +9, Ref +5, Will +8
Abilities: Str 22, Dex 15, Con 18, Int 6, Wis 15, Cha 8
Skills: Climb +14, Craft (trapmaking) +4, Hide +8, Listen +4, Spot +8
Feats: Great Fortitude, Multiattack, Ability focus poison, Powerattack.
Environment: Warm forests
Organization: Solitary, pair, or troupe (1–2 plus 2–4 Medium monstrous spiders)
Challenge Rating: 5
Treasure: Average 1600 gp
Alignment: Usually neutral evil
Advancement: 6–7 HD (Medium); 8–15 HD (Large)
Level Adjustment: +4
An ettercap bruiser is about 10 feet tall and weighs about 800 pounds. This particular specimen has looted the body of a ogre mercenary who’s bravado bit off more than he could chew.

COMBAT
While far stronger than her smaller counterparts, she is not a brave creature. She still uses hit and run tactics, but often employs missile weapons she claimed from a ogre mercenary that breeched her lair. She attempts to poison as many in a group as she can in the first rounds of combat and then flees a short distance. If they break their ranks, she circles around to strike at those who have fallen back from her attacks.

Typical Power Attack: Large long spear +6 melee [2d6+19 x3 + poison*]

Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus. * It often poisons its own weapons, taking little risk when doing so because a creature with a poison attack is immune to its own poison and the poison of others of its kind”. The first hit form it’s spear, crossbow bolt or javelin normally carries a single dose.

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 large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 18 Escape Artist check or burst the web with a DC 23 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 12 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 12 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.[/sblock]
 
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Aries_Omega said:
This is what I am talking about. I like the bruiser. Thanks frankthedm. What about aa "ettercap stalker". Any takers?

[SBLOCK=Ettercap Stalker stats lurk within.]

Ettercap Stalker

Medium Aberration
Hit Dice: 5d8+10 (32 hp)
Initiative: +5
Speed: 30 ft., climb 30 ft., fly 30 ft. (average)
Armor Class: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12
Base Attack/Grapple: +5/+7
Attack: Bite +7 melee (1d8+4 plus poison)
Full Attack: Bite +7 melee (1d8+4 plus poison) and 2 claws +5 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: poison, web, spell-like abilities, summon spider
Special Qualities: Immunity to poison, low-light vision,
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 18, Dex 21, Con 15, Int 10, Wis 15, Cha 10
Skills: Climb +12, Craft (trapmaking) +6, Hide +11, Listen +8, Spot +11
Feats: Great Fortitude, Multiattack
Environment: Warm forests
Organization: Solitary, pair, or troupe
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 6–7 HD (Medium); 8–15 HD (Large)
Level Adjustment: +6

An ettercap stalker resembles a more massive version of the traditional ettercap, with insectile wings protruding from its back.

Combat

Poison (Ex): Injury, Fortitude DC 16, 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 14 Escape Artist check or burst the web with a DC 18 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.

Spell-like Abilities: 3/day Summon Swarm, 1/day invisibility

Summon Spider (Sp): Once per day an ettercap stalker can summon a large fiendish monstrous spider, 1d3 medium fiendish monstrous spiders, or 1d4+1 small fiendish monstrous spiders. This ability is the equivalent of a 4th level spell.

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.



[/SBLOCK]
 

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