(Generated 18 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. This strange humanoid looks like a gangly, distorted caricature of an ettercap, with spiderlike fingers and an enormous wicked grin. During Combat Chittersnap hides behind the cover of webbing high in the chamber’s ceiling,setting off the deadfall trap to make opponents more susceptible to his frightful aura and to draw the adepts from area G15 to attack. Only then does the creature use his ranged webs to disable opponents and command his dream spiders to attack. As a last resort, Chittersnap charges into combat to trigger his frightful presence. Morale If he is reduced to half his hit points, Chittersnap withdraws from combat by flying or climbing to the dim light of his alcove in area G3. He then retrieves and drinks one of his potions of cure serious wounds, and uses shadow walk to escape the fray. 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 (Ex) 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 iu 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. Aura fear: 60 ft: as fear spell but unopposed. frightful presence: Any creature attacked by the ettercap must succeed at a normal Willpower save at the start of that creature’s turn or become shaken for 1 round (only able to parry) regeneration 2 to all locations per round (good spells and weapons, silver nagates this) reduce non-good or non-silver weapons by half after AP. feign death: opposed perception vs deceit to ascertain not dead by normal means. Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an action. Any creature that physically interacts with a nightmare creature feigning death must succeed a Heal check or perception saving throw opposed by deceit to recognize it is actually alive. Night Terrors Once a nightmare creature enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a WIL saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of CHA damage each hour it is trapped in the dream; if it takes any CHA damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this CHA damage equals or exceeds its actual CHA score. Spells: Constant—protection from good 3/day detect thoughts You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with INT scores of 1 or higher). 2nd Round: Number of thinking minds and the INT score of each. If the highest INT is 26 or higher (and at least 10 points higher than your own INT score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s WIL save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. dream You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell. nightmare Opposed WIL save. You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d2 Fatuigue levels that cannot be returned until rest is achieved. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. suggestion 1/day—shadow walk Must be in an area of dim light. You and any creature(s) you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save). Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours. Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.
STR 2d6+7
CON 2d6+10
SIZ 2d6+8
DEX 2d6+14
INT 2d6+1
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´) 4m (fly)
Natural armor Yes

Non-random features

Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Chaotic feature Frightening - Creature appears terrifyingly dangerous; viewers must succeed in an unopposed Willpower roll or flee the creature immediately.
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death

Standard skills

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

Professional skills

Mechanisms DEX+INT+50

Combat styles

cowardly rakesSTR+DEX+25

Weapon options

1-handed weapons

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

2-handed weapons

Amount: 0
Quarterstaff (1)

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

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