(Generated 51 times)
Namelist None
Rank Skilled
Race Human
Cult rank None
Notes This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws. Ettercaps are typically 6 feet tall and weigh about 200 pounds. They are solitary creatures and rarely group with others of their kind, even to mate. When they do group, they tend to attract a variety of different spiders, forming a strange collective of ettercaps and arachnids. Ettercaps are known for building cunning traps out of webs and other natural materials, using them to trap prey. They build shelters out of webbing, often high up in the trees away from other ground-based predators, and use monstrous spiders as lookouts and guardians. Ettercaps are not brave creatures, but their traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its claws and venomous bite. It usually refuses to come within melee reach of any foe that is still able to move, and flees if an opponent gets free. poison Application: Injected (bite) Level of toxicity:60 Resistance: Endurance Onset time: 1d2 turns Duration: 10 rounds Conditions: weakness, The bite caused the victim to become uncoordinated causing a loss of 1d2 DEX per round cure: magical healing only Spider Empathy This ability functions as the druid’s wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +2 shift bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians. Traps The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap builds its traps ands resets them if it has time. Ettercap Deadfall: Purpose: Death Trigger: tripwire Difficulty: as per mechanisms of Ettercap Resistance: Evade only Effect: when the tripwire is trigger a large object falls down on the person(s) in the way. Does 4d6 damage, with a Huge size. Can hit up to 4 people in a 10' square. Special effect is Stun location. Ettercap Noose: Purpose: Ensnaring Trigger: tripwire Difficulty: as per mechanisms of Ettercap Resistance: opposed Evade to jump clear Effect: The rope trap entangles to location struck, and must be cut or broken free. Ettercap Spear Trap: Purpose: Maiming Trigger: tripwire Difficulty: as per mechanisms of Ettercap Resistance: Either Evade to dive aside or a Hard parry roll if wielding a shield. Effect: The spear inflicts 2d8 damage to a random Hit Location, but can be (partially) parried by a shield if its size is sufficient to counteract the spear’s size of Huge. If the trap gains one or more levels of success over the victim it can apply Special Effects, such as Impale. Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
STR 2d6+7
CON 2d6+10
SIZ 2d6+8
DEX 2d6+10
INT 2d6+3
POW 2d6+8
CHA 3d6-1
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10-12 Chest 2
13-15 Right arm 2
16-18 Left arm 2
19-20 Head 2
Movement 6m (20´)
Natural armor Yes

Non-random features

Ability ***Web*** Touching the web glues limb to strand unless one time Brawn vs stickiness (Spider's Endurance) Has & AP and HP 0.5x spider Size. Attempting to cut free exposes the tool or weapon used to the same process. Web is not flammable.
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.

Standard skills

Athletics STR+DEX+25 Brawn STR+SIZ+25 Deceit INT+CHA+35
Endurance CON+CON+45 Evade DEX+DEX+35 Perception INT+POW+50
Stealth DEX+INT+40 Willpower POW+POW+50

Professional skills

Mechanisms DEX+INT+50

Combat styles

cowardly rakesSTR+DEX+25

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Claw rake (1)

2-handed weapons

Amount: 0
Quarterstaff (1)

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d6+1 S S - Bleed, inject venom Y Y 0 0 head
Claw rake 1h-melee 1d4+1 M L - Bleed, Grip Y Y 0 0 arm