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Web Lurker

Web Lurker Creature3

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

Spider Speak The web lurker can speak with spiders, with the same effects and limitations as speak with animals.


AC 19; Fort +10, Ref +11, Will +8

HP 45

Spring upon Prey [reaction] 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 [one-action] fangs +11 (poison), Damage 1d8+6 piercing plus web lurker venom

Melee [one-action] claw +11 (agile), Damage 1d8+6 slashing

Melee [one-action] 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.

About

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

Mechanical Trap

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 [reaction] 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

Mechanical Trap

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 [reaction] (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.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.

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