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Welcome to the A.T.L.A.S. database, your ultimate resource for understanding extraordinary creatures: in the following text, you will delve into the mystical realm of Dungeons and Dragons 5e to shed light on the enigmatic Ettercap. Join us as we provide a concise yet comprehensive description of this spider-like monstrosity, explore its unique abilities, and assess its threat level.

Basic Description: 

The Ettercap, a grotesque hybrid of spider and humanoid, roams the dark corners of fantasy realms. With their hunched forms, sharp mandibles, and multiple limbs, they strike fear into adventurers’ hearts. Known for their web-spinning prowess, they dwell in the depths of forests and underground lairs, often accompanied by a legion of loyal spiders.


Ettercaps possess formidable abilities that make them formidable predators. Their proficiency in web-spinning allows them to ensnare unsuspecting prey, rendering them immobile. Additionally, they possess keen senses, including darkvision, enabling them to navigate even the darkest environments. Ettercaps are skilled ambush predators, employing hit-and-run tactics to overpower their foes.

Threat Level Assessment: 

Ettercaps pose a moderate threat to adventurers and unsuspecting wanderers. Their spider-like capabilities and strategic intelligence make them cunning adversaries. The Ettercap’s Challenge Rating (CR) indicates a moderate level of danger, reflecting their combat prowess and ability to coordinate attacks with their spider allies. Caution is advised when traversing their territories, as they defend their lairs fiercely.

Ettercap’s Stat Block

Medium monstrosity, neutral evil

Armor Class 13

Hit Points 44 (8d8+8)

Speed Walk 30ft. Climb 30ft.

STR 14 (+ 2)

DEX 15 (+ 2)

CON 13 (+ 1)

INT 7 ( -2)

WIS 12 (+ 1)

CHA 8 ( -1)

Saving Throws Str + 2, Dex + 2, Con + 1, Int -2, Wis + 1, Cha -1

Skills Perception +3, Stealth +4, Survival +3,

Senses darkvision 60 ft., passive Perception 13

Challenge 2 (450 XP)

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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.


Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be 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.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage.

Variant: Web Garrote. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.

Characteristics of Ettercaps: 

Ettercaps are bestial, spider-like monstrosities that roam the lands of Faerûn. These primitive hunters stand at an imposing height of 6 feet, with hunched bodies exhibiting a grey-purplish hue. Their distinguishing features include spider-like faces adorned with menacing fangs, and chitinous claws that replace their hands and feet. These adaptations grant them formidable abilities in both hunting and trapping their prey.

Behavior and Abilities: 

Ettercaps are notorious for their cowardice and viciousness, often setting intricate traps for their enemies. These creatures possess the innate ability to shoot sticky webs, ensnaring unsuspecting victims in their adhesive strands. Alongside their trapping prowess, their venomous bite is a potent weapon, immobilizing prey and facilitating a swift capture.

It is believed that Ettercaps are descendants of mad druids, transformed into their spider-like form due to their association with a powerful demon. While some ettercaps operate purely on primal instinct, others exhibit glimpses of human intellect and madness. Solitary in nature, their primary focus lies in consuming and breeding. Notably, ettercaps possess a peculiar fondness for spiders, often keeping them as pets akin to how others tend to bees. They also possess a basic spider-derived language, although it cannot discuss abstract concepts. While they can comprehend other languages, their vocal limitations prevent them from speaking fluently.

Environment and Role: 

Ettercaps serve as primitive hunters and trappers, utilizing their web-spinning abilities and venomous bites to capture and subdue their prey. Their presence adds an element of danger and creepiness to the diverse fauna of Faerûn. Ettercaps can be found in various environments, typically favoring dark and secluded areas such as dense forests, subterranean caves, or abandoned ruins. These habitats provide the necessary seclusion for their nefarious activities and access to potential sources of prey.

Confronting Ettercap:

Confronting an Ettercap demands a careful approach and knowledge of their trapping tendencies. The A.T.L.A.S. organization has developed effective strategies to counter these cunning creatures. Here are some techniques to aid you in facing Ettercaps:

  1. Heightened Perception: Ettercaps are masters of setting traps. Maintain a vigilant mindset, constantly scanning your surroundings for signs of their intricate webs. A keen eye can help you spot and avoid potential hazards.

Example: During a recent A.T.L.A.S. mission, an operative narrowly escaped an Ettercap’s concealed pit trap by noticing subtle disturbances in the terrain and a gossamer glint reflecting the light.

  1. Mobility and Evasion: Ettercaps excel at ambush tactics. Employ agile movements and stay light on your feet to avoid becoming entangled in their sticky webs. Quick reflexes allow you to maneuver out of harm’s way and gain the upper hand.

Example: A team of A.T.L.A.S. agents encountered an Ettercap while navigating a dense forest. By swiftly dodging its web attacks and maintaining constant movement, they limited the creature’s opportunities to trap and corner them.

  1. Fire and Light: Ettercaps have an aversion to fire and bright light. Utilize torches, lanterns, or magical light sources to ward them off and disrupt their hunting strategies. Fire-based spells and abilities can be particularly effective in driving them away.

Example: A group of adventurers effectively repelled an Ettercap attack by employing torches and casting spells that emitted radiant light. The creatures recoiled from the intense illumination, allowing the party to safely retreat.


Remember, facing an Ettercap requires a combination of caution, adaptability, and resourcefulness. Employ heightened perception, mobility, fire-based tactics, and stealth approaches to outwit these cunning creatures. Drawing from the knowledge and expertise of A.T.L.A.S., you can confidently navigate the intricate webs spun by the Ettercaps and emerge victorious.


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