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]