Homebrew Ettercap Species Details

“Don't get distracted by the spiders lads! Their shepherds are near by. They'll try to get a hand up on us from the shadows!”

 

Ettercap Traits

Your ettercap character has an assortment of inborn abilities, part and parcel of their arachnid heritage.

Ability Score Increase

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

Age

Ettercaps mature faster than humans, reaching adulthood by the age of 5. They can live up to 100 years but rarely do so.

Speed

Your base walking speed is 30 feet.

Size

Ettercaps stand between 5 and 7 feet tall and average about 200 pounds. Your size is Medium.

Web Sense

While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

Web Walker

The ettercap ignores Movement restrictions caused by webbing.

Bite

As an action, you can use your fangs to bite a creature and inflict it with your venom. Make an unarmed melee attack. On a hit, the targeted creature takes 1d8 piercing damage and 1d8 poison damage. The targeted creature must make a constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a fail, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this ability has successfully been used, it cannot be used again until the completion of a long rest.

Darkvision

Accustomed to stalking around forests at night, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.

Spider Climb

The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Arachnid Nature

You gain proficiency in the Stealth skill.

Languages

You can speak, read, and write Common.

Web Spinner

As an action, you can produce webbing up to a number of feet equal to 10 times your proficiency bonus. In its basic form, the webbing acts as ordinary rope would. Alternatively, you can expend 15 feet of webbing to create a simple trap. A creature stuck in one of your traps must succeed on a strength check or have their movement speed reduced to 0. The DC for this check is equal to 8 + your proficiency bonus + your constitution modifier. The webbing can also be destroyed. The webbing has an AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. Webbing stock recharges upon the completion of a short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/29/2021 6:10:39 PM
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