Homebrew Ettercap Species Details

Ettercaps tend to stand between 5 and 6 feet tall, with long arms and legs and a short, rotund body. They frequently hail from forests or jungles; like elves, they build their own cities in the treetops and alter the forest canopy so that it suits them to move around in. The two races often clash over territory, and wood elves have created a spectacular piece of propaganda in which ettercaps are described as monstrous beings that devour anyone who walks into their realms. This could not be further from the truth.

In actual fact, ettercaps are peaceful lovers of nature who encourage arthropods of all kinds to live in their territory. They eat flesh, but no more than any other race does, and have a fascinating and intricate mythology and culture.

Few ettercaps ever leave their forests due to the ettercap stories of ferocious elves. Commonly the wood elves are exaggerated, standing seven or eight feet tall and being able to unleash terrifying volleys of arrows in a moment. The ettercaps who do summon up the courage to leave their forest homes, however, are often accepted into adventuring groups - misfits band together - and frequently prove staunch and useful allies.

Ettercap Traits

Ettercaps are nimble and tough; they are excellent climbers, and can deal with spider webs by secreting a lubricant from between their claws. They can produce their own webs and have a dangerous bite.

Ability Score Increase

Ettercaps tend to be nimble, and their long arms and claws make it easy for them to move fast. Your Dexterity score increases by 2.

Darkvision

You can see in dim light as if it were bright light for 60 feet, and darkness as if it were dim light for 60 feet. You can't make out colour in darkness, only shades of grey.

Tough Exoskeleton

Ettercaps have a tough chitinous exoskeleton that helps to protect them from damage. When not wearing any armour, you gain a +1 bonus to AC. This still applies if you are carrying a shield.

Eight Eyes

Ettercaps have multiple small eyes on their head, granting them a wide field of view. You have proficiency in the Perception skill.

Spider Climber

Many a time has an ettercap's remarkable ability to climb been the salvation of its adventuring party. You can climb difficult surfaces, including upside down, without needing to make an ability check. While in contact with a web, you know the exact location of any other creature in contact with the same web, and you ignore any movement restrictions caused by the webbing itself.

Venomous Bite

Once per turn, you can make an attack with your fangs. This has a reach of 5 ft. and uses your Strength or Dexterity score; you are proficient with this bite. If the bite hits, it deals 1d6+ ability score modifier piercing damage and also has a chance of poisoning the enemy.

An ettercap can inject venom using its fangs. You deal 1d4 poison damage with your bite, as well as the piercing damage. At 5th level, this increases to 1d6, at 11th level, to 1d8 and at 17th level, to 1d10.

The target also needs to make a Constitution saving throw. The DC is equal to 8 + your Constitution modifier + your proficiency bonus. On a failure, the target is poisoned for one minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Web Shooter

As an ettercap, you gain the ability to shoot webs from your abdomen. You can use this as a ranged weapon attack a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses at the end of a long or short rest.

The ranged attack is based on Dexterity, and has range 30/60 ft. A Large or smaller creature is restrained by the webbing. As an action, it can make a Strength check with DC equal to 8 + your Constitution modifier + your proficiency bonus; on a success, it escapes.

The webbing can be destroyed; it has AC 10, 5 hp, vulnerability to fire damage and immunity to bludgeoning, poison and psychic damage.

As part of a downtime activity, you can use your webbing to repair any damage to a silk rope. Alternatively, you can craft a new silk rope over the course of five long rests.

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