NE Medium Aberration
Senses Perception +10; darkvision, tremorsense (imprecise) 30 feet (creatures touching its web)
Languages Aklo; spider speak
Skills Acrobatics +9, Athletics +9, Crafting +8 (+12 to craft traps and snares), Stealth +11
Str +4, Dex +4, Con +3, Int +1 Wis +3, Cha -1
AC 19; Fort +10, Ref +11, Will +8
Spring upon Prey Trigger A creature touches the web lurker's web while the web lurker is on it. Requirement Initiative has not yet been rolled. Effect The web lurker automatically notices the creature and Strides or Climbs before rolling initiative.
Speed 25 feet, climb 25 feet
Melee fangs +11 (poison), Damage 1d8+6 piercing plus web lurker venom
Melee claw +11 (agile), Damage 1d8+6 slashing
Melee web +11, Effect web trap
Web Lurker Venom (poison); Saving Throw Fortitude DC 19; Maximum Duration 10 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flatfooted, and slowed 1 (1 round)
Web Trap A creature hit by the web lurker's web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to Escape.
Web lurkers, known also as ettercaps, are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
Web Lurker Lairs
Whether alone or in a group, web lurkers hunt in forests, swamps, or scrubby hill lands, constructing structures from their webs high up in trees or within craggy, high canyons, and they surround their territory with traps and snares constructed of the same webbing and natural material.
Web Lurker Traps
The following traps are some used by web lurkers.
Web Lurker Deadfall Hazard 3
Stealth DC 23
Description A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square.
Disable Survival (trained) or Thievery (expert) DC 20 to rearrange the webbing AC 19; Fort +9, Ref +9
Deadfall Trigger A creature steps into the square with the web tripwire. Effect All creatures in the trap's 10-foot square take 2d6 bludgeoning damage (DC 20 basic Reflex save).
Web Lurker Noose Hazard 2
Stealth DC 22
Description Discreet webbing at throat level snags a creature that walks into it.
Disable Survival (trained) or Thievery (expert) DC 18 to rearrange the webbing AC 18; Fort +11, Ref +5
Web Noose (attack); Trigger A creature steps into the square with the web tripwire. Effect The web lurker noose makes a noose Strike against the triggering creature.
Melee noose +13 (deadly d10), Damage 3d6 bludgeoning and the target is grabbed and pulled off the ground (Escape DC 22). The target takes 1d6 bludgeoning damage at the end of each of its turns as long as it's caught in the noose.