Eternal winter world illustration - Grimdark theme
Grimdark

Eternal winter

J
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Desolate, endless winter, sweeping across barren land littered with the ruins of times past.


Author's Note: In a frigid, desolate world, howling winds sweep across endless stretches of barren land, littered with the remnants of forgotten civilizations. Crumbling structures peek through layers of ice and snow, their once-vibrant stories silenced. Scavengers roam this frozen wasteland, bartering with salvaged artifacts—rusted machinery, tattered relics, and fragments of history—each a precious currency against the harshness of enduring cold, where survival hinges on the shared memories of a lost age. In a frigid world, the sun is essential for survival. Its rays temporarily melt the harsh chill, awakening life and hope in the barren landscape. Scavengers rely on its warmth to stave off frostbite and navigate their cold expanse. Without the sun's embrace, despair looms—a reminder that each day is a precious gift against the relentless freeze.
Played3 times
Cloned0 times
Created
151 days ago
Last Updated
75 days ago
VisibilityPublic
Ettercap
CR 2Medium Monstrosity
Ettercap
HP Range16 - 72 (Avg: 44)
AC13
XP450
Details
SizeMedium
TypeMonstrosity
CR2
XP450
LanguagesNone
Defenses
Armor Class13
HP Range16 - 72 (Avg: 44)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

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.

Multiattack

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

Web

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, is vulnerable to fire damage and immune to bludgeoning damage.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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