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
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12/29/2021 6:10:39 PM
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