Ettercap (CR 4)
Alignment: Usually neutral evil
Initiative: +3 (Dex); Senses: low-light vision, Listen +4, and Spot +8
AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Hit Dice: 5d8+5 (27 hp)
Fort +4, Ref +4, Will +6
Speed: 30 ft., climb 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Bite +5 melee
Full Attack: Bite +5 melee and 2 claws +3 melee
Damage: Bite 1d8+2 and poison, claws 1d3+1
Special Attacks/Actions: Web, poison
Abilities: Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8
Special Qualities: -
Feats: Great Fortitude; Multiattack
Skills: Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, and Spot +8
Advancement: 6-7 HD (Medium-size); 8-15 HD (Large)
Climate/Terrain: Warm forests
Organization: Solitary, pair, or troupe (1-2 plus 2-4 Medium-size monstrous spiders)
Web (Ex): An ettercap can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium-size (see Net for details on net attacks). The web anchors the target in place, allowing no movement.
An entangled creature can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC26). The web has 6 hit points and takes double damage from fire.
Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to stop prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web or stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot square section has 6 hit points and takes double damage from fire.
An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
Poison (Ex): Bite Fortitude save (DC 13) initial damage 1d6 temporary Dexterity; secondary damage 2d6 temporary Dexterity.
Skills: Ettercaps in shadow receive a +4 racial bonus to Hide and Spot checks.
Ettercaps are not brave creatures, but their cunning traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its keen-edged claws and venomous bite.