Ettercap
Arachnaphobia warning
The ettercap are a strange, bipedal creature that resembles a spider, their size and weight is greater than the average adult male human, with the female ettercaps being taller and heavier than the males. They are a cunning, devious, and often times social people, preferring the company of arachnids, over which they have some control over. The ettercaps are a primitive people, their society based upon hunting and ambush their prey to sustain the hive; because of this focus, they have become expert trappers, able to lay down impressive web structures to corner and trap their prey in.
Alignment and Religion: Ettercaps tend towards a neutral alignment, working to further their hives interest, but often uncaring towards others plight. Ettercaps favor the demon lord Mazmess, the scuttler, and the being that birthed them. They worship Mazmess in great numbers, but some, especially those native to the Underdark have turned their faith towards the cursed elves patron, Lolth, spider queen of the underdark.
5e Racial Stats
- Ability Score Racial Traits: An ettercap increases their Dexterity score by 2, and one other ability score of your choice by 1.
- Type: Ettercaps are humanoids with the beastfolk subtype.
- Size: Ettercaps are medium.
- Speed: Ettercaps have a base speed of 30ft.
- Languages: You can speak, read, and write Common and Chitterling.
Cold Blooded (x) (Ex)
Ettercaps are cold-blooded, they cannot be detected by thermal vision; however, they are especially susceptible to the environment around them, they suffer Disadvantage on any Environmental cold or heat effects, and are Vulnerable to damage caused by Environmental cold or heat effects. Resistance to either Cold or Fire, cancels out the Environmental vulnerability of that environment. Natural resistance to one of these environments negates that environment's penalties.Darkvision (x) (Ex)
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.Ettercap Magic (2) (Ma)
You have an innate connection to lesser spiders. You can communicate with any spider as if you were under the effects of the Speak With Animals spell. In addition, at 3rd level you can cast the spell Web three times regaining any spent uses after completing a long rest. Finally, at 5th level, you can transform one spider into a Giant Spider, as if with the spell Giant Insect; you can only use this feature once per long rest, and you cannot have more than 1 spider transformed at a time.Four Arms (x) (Ex)
Ettercaps have four arms with which to hold things. Two of them are minor, smaller arms, and cannot hold shields or attack with weapons. These minor arms may manipulate objects, perform the somatic components for spells, or assist in spinning webs.Spider Climb (1) (Ex)
An ettercap has a climb speed of 20 feet, and gains the ability to climb up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. While in webbed terrain, your climb speed is doubled to 40ft.Webspinner (2) (Ex)
Ettercaps spin different kinds of silk for various purposes; you gain proficiency in Weaver's Tools, should you already be proficient in these tools, you instead gain Expertise. Choose two types of Webspinning as listed below, you are able to produce webs using this features. If the webspinning option requires a saving throw, the save DC equals 8 + your Proficiency bonus + your Dexterity modifier. Your silk weighs 1 lb per cubic foot, and is treated as Common Silk for all other purposes. You can use this feature a number of times equal to your Constitution score, regaining all spent uses after you complete a long rest.- Gossamer Thread: You can spin near invisible filaments that entangle unsuspecting prey. For each minute you spend spinning, you can produce 5 cubic feet of filaments. Any creature that enters a space the filaments are occupying or starts its turn there must make a strength save vs your webspinning DC or become restrained. A restrained creature can use its action to repeat the save. A creature must make a perception check to notice the threads, with the DC being equal to 8 + your sleight of hand skill.
- Hive Maker: You can spin tough webs that make up the structures of ettercap hives. For each minute you spend spinning, you can produce 5 cubic feet of webbing. The webbing is strong enough to be walked upon, and is difficult terrain for any creature that does not possess the Webspinner or Web ability. The webbing can also be attacked and destroyed. A section of web has an AC of 10, 15 hit points, vulnerability to fire damage, and immunity to poison and psychic damage.
- Silken Snare: You can weave snares that allow you to reel in your prey. As an action, you can make a ranged attack with a range of 30/60 feet, against a large or smaller creature if you are at least 10 feet above them. If the attack is successful, the creature is grappled. While grappling a creature in this manner, you have advantage on attacks against them, and can use your bonus action to reel them in up to 10 feet each bonus action. A creature can escape the snare by using their action to make a strength save vs your webspinning DC.
- Silk Wall: You can spin a large wall of silk filaments that block passage or otherwise line of sight from a specific area. For each action that you spend spinning, you can produce a 5 foot long 6 in. thick, 5 ft. tall panel of silken wall. A panel of silk has an AC of 12, 30 hit points, vulnerability to fire damage, and immunity to poison and psychic damage.
Basic Information
Anatomy
Ettercaps resemble hunched over, humanoids with distended white underbellies, spider-like mandibles, fangs, and eyes, and two sharp, black chitinous claws instead of hands and feet, they possess a second pair of hands that sprout forth from their torso that while clawed, possess an opposable appendage allowing them to grip and maneuver items with. Their skin tones range from black to purple, to red, often with a lighter undertone to their bellies.
Growth Rate & Stages
| Base | Intuitive | Self-Taught | Trained |
|---|---|---|---|
| 6 years | +1d2 years (7 - 8 years) | +1d4 years (7 - 10 years) | +1d6 years (7 - 12 years) |
| Young | Middle Age | Old | Venerable | Maximum Age |
|---|---|---|---|---|
| under 3 years | 14 years | 22 years | 32 years | 32 + 1d6 years |
Additional Information
Social Structure
Ettercaps are a social people forming nests of hundreds of their kind in great cities of webbing, their people often keeping lesser arachnids as pets and guards for their settlements. Ettercaps most commonly live in temperate forests, near trails and paths where prey commonly passes. They construct cocoon-like structures high in the treetops of the forest and obscured by the surrounding foliage. From the entrance to these lairs, ettercaps send long strands of web that connect the ettercap's home to the traps it has placed in the area and to the lairs of other arachnid creatures.
Civilization and Culture
Naming Traditions
The ettercaps tend to name their young like the species they resemble, spider breeds, but they also are given names that describe a defining characteristic of that ettercap, such as Fang for a particularly strong-fanged individual, or eyes for one with a greater number of eyes.
Male Names: Hobo, Fang, Katipo
Female Names: Recluse, Spinner, Widow
Male Names: Hobo, Fang, Katipo
Female Names: Recluse, Spinner, Widow
Interspecies Relations and Assumptions
Ettercaps are mortal enemies of the Novi people, hunting them down whenever they can; however, this is more than just a blood fued, Novi flesh is considered a delicacy to the Ettercap people.
Origin/Ancestry
Beastfolk
Average Physique
| Gender | Base Height | Height Modifier | Weight | Weight Modifier |
|---|---|---|---|---|
| Female | 5' 7" | +2d10" (5' 9" – 7' 3") | 150lb. | +2d12*5lb. (150 – 270lb.) |
| Male | 5' 2" | +2d10" (5' 4" – 6' 11") | 130lb. | +2d12*5lb. (140 – 250lb.) |
Related Organizations


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