TEXT: Exotic Encounters:
  Ettercaps
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great 
  job of attacking the problem of providing game statistics 
  and mechanical information for a very wide variety of 
  creatures. There are a lot of strange creatures from fantasy 
  novels and movies, from ancient mythology, and, as time 
  went on, from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried to go 
  about creating an extensive bestiary of all the different 
  cool and interesting fantasy monsters could fill three or 
  four volumes with three hundred monsters each, and still 
  have a long way left to go, with fans crying out for various 
  “forgotten” monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, and 
  that’s where Exotic Encounters comes in.
   
  There are all kinds of reasons why you might 
  not want to use a monster stat-block straight from the 
  core rules. For one thing, if your players have a habit of 
  browsing through such books, or are long-time veterans 
  who know the basic ins and outs of most fantasy staples, 
  you may need an unusual stat-block just to throw them a 
  curve ball and teach them that they can’t count on their 
  out of character knowledge to take all the mystery out of 
  the game. Alternatively, many GMs can recall a time when 
  they wanted to make use of a certain monster in their 
  game, only to find that it was a few CRs too high or low for 
  what they had in mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These 
  variants aren’t simple tweaks, and are more than simply 
  advancing or removing Hit Dice, though that occurs 
  as well. Each of these three variations on the monster’s 
  theme has a specific, flavorful goal in mind, and a role to 
  play, and their statistics entries are gently massaged in 
  order to make them fit those roles. Further, each of these 
  variants comes with brand new specially-crafted special 
  abilities, which are unique to Exotic Encounters and not 
  found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the repulsive and fascinating ettercap. These 
  strange spider-like creatures have been horrifying and 
  enchanting us for ages, and this book provides a few 
  fresh ways to look at them, especially in making them 
  relevant at higher levels. First, the feral ettercap (CR 6) 
  is more bestial than its kin, but its six claw-tipped arms 
  and cunning use of its webs more than make up for that. 
  The webspinner ettercap (CR 9) is best known for the 
  various unique webs it can create—the acidic web, the 
  anchored web, and the steel web—but can also wrap 
  up its foes to save for later, or just inject them with its 
  eggs. Finally, the spider lord ettercap (CR 12) is not 
  only capable of controlling spiders telepathically, it can 
  enhance their abilities, and even transform foes into giant 
  spiders that it can then control.
  
  3
  Feral Ettercap
   
  The creature before you has a twisted head partway 
  between human and spider. Its skin is a mottled black, 
  and it stands on two legs, though it has six arms ending in 
  wicked-looking claws. Its belly is distended and oversized, 
  like a spider’s thorax. It hisses and lunges towards you.
  ETTERCAP, 
  FERAL  
                                        CR 6
  XP 2,400
  NE Medium aberration
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +14
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 67 (9d8+27)
  Fort +8, Ref +6, Will +8
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +9 (1d6+2 plus poison) and 6 claws +8 (1d3+2)
  Special Attacks cocoon, grab, reel in, web (+9 ranged, DC 
  17, hp 9)
  STATISTICS
  Str 15, Dex 17, Con 17, Int 4, Wis 15, Cha 8
  Base Atk +6; CMB +8; CMD 21
  Feats Ability Focus (poison), Combat Reflexes, Great 
  Fortitude, Improved Initiative, Weapon Focus (bite)
  Skills Climb +22, Perception +14, Stealth +9; Racial 
  Modifiers +8 Climb
  Languages Common
  SQ web wall
  ECOLOGY
  Environment temperate forests
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Cocoon (Ex): As a standard action, a feral ettercap 
  that has pinned an opponent in a grapple or that is 
  adjacent to a creature that is entangled by one of its webs 
  can attempt to wrap the creature in a cocoon. Treat this 
  as the “tie up” action for grappling characters, except that 
  the feral ettercap doesn’t suffer the normal -10 penalty on 
  the combat maneuver check to tie up his victim, and he 
  doesn’t need to have rope available to use this ability.
   
  Grab (Ex): A feral ettercap that hits a creature 
  with four or more of its claw attacks in a single round can 
  start a grapple with that creature as a free action without 
  provoking attacks of opportunity. Other than needing to 
  hit with multiple claw attacks to activate the ability, this 
  functions as the grab universal monster ability.
   
  Poison (Ex): Bite—injury; save Fort DC 19; 
  frequency 1/round for 10 rounds; effect 1d4 Dex; cure 2 
  consecutive saves. The save DC is Constitution-based.
   
  Reel In (Ex): Feral ettercaps are adept at dragging 
  creatures caught in their webs towards them. Whenever 
  the feral ettercap uses its web ability to throw a web, it 
  automatically creates a trail of webbing that functions 
  as a trailing rope for a net. As a standard action, the feral 
  ettercap can attempt to drag the target towards him. If 
  the target is unwilling and not helpless, this requires an 
  opposed Strength check. A success indicates that the feral 
  ettercap drags the target 20 feet. If the target is helpless, 
  or is not touching the ground and is supported entirely by 
  the web, no opposed Strength check is required, but the 
  feral ettercap cannot drag more than 1,000 lbs. in this way.
   
  Web Wall (Ex): A feral ettercap can create a wall 
  of webbing as a standard action. This wall is 5 feet tall by 
  5 feet long and six inches thick, and is made of tightly-
  woven web strands, preventing creatures from being able 
  to see through the wall. Such walls must be anchored on at 
  least three sides, though other web walls can serve as such 
  anchors, so a feral ettercap that has the time can create 
  much larger structures. A web wall has hardness 5 and 
  30 hit points, but its hardness does not apply to any acid 
  or fire damage dealt to it. A web wall can also be broken 
  through with a successful Strength check (DC 17). At the 
  feral ettercap’s discretion, it can choose to make any web 
  wall that it creates a “sticky wall” in which case any object 
  or creature without the web ability that touches the wall 
  adheres to it, and cannot be removed without a successful 
  Strength check (DC 10, a -4 penalty for being caught in the 
  web applies). 
  Ecology
   
  Feral ettercaps are not truly a different species 
  from standard ettercaps, but rather are normal ettercaps 
  that have undergone some sort of disease or mutation, 
  the exact origin of which is unknown. Called “the 
  maddening” by those few ettercaps willing to talk about 
  it, this affliction causes a normal ettercap to become 
  increasingly agitated and paranoid, often attacking its 
  fellow broodmates and its giant spider pets. Eventually, 
  it is struck with an overwhelming urge to cocoon itself, 
  and, once it does, it undergoes a metamorphosis, growing 
  the extra limbs that make the feral ettercap easy to 
  distinguish.
   
  The transformation also has a negative effect 
  on the feral ettercap’s mind, and such creatures are 
  undeniably less intelligent than their normal cousins. 
  Despite this, feral ettercaps retain a primal cunning, and 
  even if their traps are far less sophisticated than that of the 
  standard ettercap (they favor ambush tactics and throwing 
  webs by surprise), they are generally no less effective. Feral 
  ettercaps usually prefer to capture prey alive so that they 
  can slowly devour its still-living organs at a later time.
  
  4
  Webspinner Ettercap
   
  The creature before you has a spiderlike head, and its 
  hands end in three hooklike claws. Its body is covered in thick, 
  chitinous black plating and studded with barblike hairs. A set 
  of massive spinnerets are visible where a human would have a 
  bellybutton, and thick, off-white ooze drips from this hole.
  ETTERCAP, WEBSPINNER 
   
   
            CR 9
  XP 6,400
  NE Medium aberration
  Init +7; Senses darkvision 60 ft., low-light vision; Perception 
  +19
  DEFENSE
  AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
  hp 119 (14d8+44)
  Fort +9, Ref +7, Will +11
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +14 (1d8+3) and 2 claws +14 (1d6+3)
  Special Attacks inject eggs, special webs, web (+13 ranged, 
  DC 20, hp 14), wrap in webs
  STATISTICS
  Str 17, Dex 17, Con 17, Int 6, Wis 15, Cha 8
  Base Atk +10; CMB +13; CMD 26
  Feats Great Fortitude, Improved Initiative, Improved Natural 
  Attack (bite), Improved Natural Attack (claw), Toughness, 
  Weapon Focus (bite), Weapon Focus (claw)
  Skills Climb +15, Craft (trapmaking) +8, Perception +19, 
  Stealth +17; Racial Modifiers +8 on Craft (trapmaking)
  Languages Common
  SQ spider empathy +17
  ECOLOGY
  Environment temperate forests and swamps
  Organization solitary, pair, or nest (3-6 plus 2-8 giant 
  spiders and 1-4 spider swarms)
  Treasure standard
  SPECIAL ABILITIES
   
  Inject Eggs (Ex): As a standard action, a webspinner 
  ettercap can inject its eggs into an adjacent helpless creature. 
  The creature suffers damage as though it had been hit by the 
  webspinner ettercap’s bite attack, and his body is injected 
  with thousands of tiny eggs. These eggs generally hatch 1d4 
  days later, in the form of a spider swarm. Once hatched, the 
  swarm is trapped within the creature until they eat their 
  way out, inflicting their swarm damage to the target each 
  round until it is reduced to 0 hit points, then erupting from 
  the target’s body. If desired, the webspinner ettercap can 
  empathically quicken or slow the eggs’ growth, and can 
  essentially cause eggs that they have injected to hatch at any 
  time as a standard action, beginning 1d4 hours after they 
  have been injected. A remove disease spell, or more powerful 
  magic, can purge the eggs safely.
   
  Special Webs (Ex): A webspinner ettercap is capable 
  of creating a number of different kinds of specialized webs. 
  Any time a webspinner ettercap uses its web ability to throw 
  a web, it can change the properties of that web to one of the 
  specialized webs included below. Doing so is a free action. 
  A webspinner ettercap can use this ability a total number of 
  times per day equal to its Constitution modifier (typically 3). 
  A webspinner ettercap can create any of the following three 
  specialized webs. Save DCs are Constitution-based.
   
  Acid Web: The sticky substance that coats these webs 
  is also highly acidic, and burns the flesh of creatures that are 
  not either ettercaps or spiders. An creature entangled by the 
  web suffers 2d6 points of acid damage at the beginning of 
  each of its turns. These webs are slightly less sticky than other 
  webs, however, and creatures caught in the web do not suffer 
  the normal -4 penalty to attempt to burst it.
   
  Anchor Web: These webs are shaped in a special way 
  that allows them to better be able to trap the target in place. 
  An anchor web that successfully entangles a creature also 
  sticks to the ground in that spot, making it impossible for the 
  entangled creature to move from that square without first 
  breaking free of the web.
   
  Steel Web: This type of specialized web is much 
  harder than others, making it more difficult to break. The 
  web has twice as many hit points as normal, and has DR 
  10/- instead of DR 5/-. Further, the DC to burst the web is 
  increased by +5, although the DC to escape the web with 
  Escape Artist is reduced by 5 due to its rigid nature.
   
  Spider Empathy (Ex): This ability functions as the 
  druid’s wild empathy, save that a webspinner ettercap can 
  only use this ability on spiders. A webspinner ettercap gains 
  a +4 racial bonus on this check. Spiders are mindless, but 
  this empathic communication imparts on them a modicum 
  of implanted intelligence, allowing webspinner ettercaps to 
  train giant spiders and use them as guardians.
   
  Traps (Ex): Webspinner ettercaps are just as 
  proficient with traps as normal ettercaps, and can make the 
  same kinds of traps. For more information on ettercap traps, 
  see the Pathfinder RPG Bestiary.
   
  Wrap in Webs (Ex): As a full-round action, a 
  webspinner ettercap that is adjacent to a creature that is 
  entangled by one of her webs can wrap that creature more 
  tightly in the webbing, rendering them helpless. This requires 
  a successful combat maneuver check, and provokes attacks 
  of opportunity from all creatures other than the target. If the 
  combat maneuver check is successful, the target becomes 
  helpless. The target can attempt to escape with an Escape 
  Artist or Strength check (both DC 30). Alternatively, the web 
  can be cut, and inflicting 14 points of slashing damage is 
  enough to free the wrapped character (the web has DR 5/-). 
  If the wrapped creature has a light or one-handed slashing 
  weapon, he can also attack the web from inside it. Drawing 
  the weapon, if it is sheathed, requires a successful Escape 
  Artist check (DC 20).
  
  5
  Spider Lord Ettercap
   
  The creature before you resembles a spider somehow 
  pressed and molded into humanoid form. Its body bulges in 
  odd places, and its dark brown chitinous skin looks diseased. 
  Small arachnid forms crawl all over its body, including in 
  and out of small holes that appear to have been burrowed all 
  throughout its body.
  ETTERCAP, SPIDER LORD 
   
                          CR 12
  XP 19,200
  NE Medium aberration
  Init +7; Senses darkvision 60 ft., low-light vision; Perception 
  +22
  DEFENSE
  AC 25, touch 13, flat-footed 22 (+3 Dex, +12 natural)
  hp 127 (17d8+51)
  Fort +10, Ref +8, Will +12
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +14 (1d6+2 plus spiderform venom) and 2 claws 
  +14 (1d4+2)
  Special Attacks traps, web (+15 ranged, DC 15, hp 4)
  Spell-Like Abilities (CL 12th)
  3/day giant vermin (spiders only), summon swarm (spiders 
  only)
  STATISTICS
  Str 14, Dex 17, Con 17, Int 6, Wis 15, Cha 18
  Base Atk +12; CMB +14; CMD 27
  Feats Great Fortitude, Improved Initiative
  Skills Climb +14, Craft (trapmaking) +8, Perception +22, 
  Stealth +20; Racial Modifiers +8 on Craft (trapmaking)
  Languages Common
  SQ bolster vermin, spider empathy +25, swarmhome
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or nest (1 plus 4-12 
  ettercaps plus 2-8 giant spiders)
  Treasure standard
  SPECIAL ABILITIES
   
  Bolster Vermin (Sp): As a standard action, a spider 
  lord ettercap can grant a single vermin within 60 feet that it 
  can see a +4 enhancement bonus to Strength, Dexterity, and 
  Constitution. These bonuses last for one minute.
   
  Dominate Vermin (Sp): A spider lord ettercap can 
  mentally control vermin. This functions as the spell dominate 
  monster, except that it only affects vermin, and it can affect 
  vermin even if they are mindless. Spiders suffer a -4 penalty 
  on saving throws to resist this effect. A spider lord ettercap 
  can use this ability three times per day.
   
  Spider Empathy (Ex): This ability functions as the 
  druid’s wild empathy, save that a spider lord ettercap can 
  only use this ability on spiders. A spider lord ettercap gains a 
  +4 racial bonus on this check. Spiders are mindless, but this 
  empathic communication imparts on them a modicum of 
  implanted intelligence, allowing spider lord ettercaps to train 
  giant spiders and use them as guardians.
   
  Spiderform Venom (Su): Any creature damaged by 
  a spider lord ettercap’s bite must succeed on a Fortitude save 
  (DC 21) or be transformed into a giant spider. This functions 
  as vermin shape IUM, except that it can only transform 
  the target into a Medium-sized giant spider. Creatures 
  transformed in this way may make a new saving throw to 
  return to their normal form after 1 minute, and again after 
  10 minutes, one hour, twelve hours, and one day, and then 
  once each day thereafter. They remain transformed until they 
  succeed on a saving throw to resist the effect, or until affected 
  by remove curse or more powerful magic. Creatures under the 
  effects of this ability are treated as vermin (and spiders) for 
  the purposes of all of the spider lord ettercap’s other special 
  abilities, including its bolster vermin and dominate vermin 
  abilities. If the creature is returned to its normal form, any 
  spells or effects that can normally only affect vermin cease 
  affecting it immediately.
   
  Swarmhome (Ex): A spider lord ettercap’s body 
  includes a large cyst that holds a massive swarm of spiders. 
  Whenever a creature scores a critical hit on the spider lord 
  ettercap, these spiders rush out to attack the offender, 
  producing 1d4+1 spider swarms. Though mindless, these 
  spider swarms intuitively recognize the spider lord ettercap 
  as their ally and do not damage it or its allies, including 
  each other. The spider swarms are capable of sharing a 
  space, allowing them to all attack the offending creature 
  simultaneously. Additionally, this ability means that the 
  spider lord ettercap always has a spider on hand to use his 
  giant vermin spell-like ability on.
   
  Traps (Ex): Spider lord ettercaps are just as 
  proficient with traps as normal ettercaps, and can make the 
  same kinds of traps. For more information on ettercap traps, 
  see the Pathfinder RPG Bestiary.
  Ecology
   
  Spider lord ettercaps are not a separate breed of 
  ettercap. One out of every thousand or so ettercaps that are 
  born possesses special abilities, and grows into a spider lord 
  ettercap. It is believed amongst ettercaps that these special 
  paragons are touched by their strange spider deity, of which 
  they are generally unwilling to speak to non-ettercaps, and 
  that the spider lord’s powers are divine in nature. Most 
  scholars that have researched the matter instead believe that 
  spider lords are the ettercap equivalent of psions for humans, 
  and the one instance where a spider lord ettercap was able 
  to be tested for psionic aptitude, it scored remarkably well, 
  indicating that the specialized nature of these powers may 
  have more to do with ettercap culture than anything else. In 
  general, spider lord ettercaps tend to exert about as much 
  influence over their kin as they do over spiders, though this is 
  generally believed to be merely an expression of the ettercaps’ 
  reverence for what they see as a herald of their deity.
  
  6
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  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
   
   
  END OF LICENSE 
  
  Exotic Encounters: Ettercaps
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Ettercaps.pdf