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Ethereal Web

th tier (
Challenge
DC
Area
(1 hour)

Ethereal webs can be their own encounter or used to make another encounter more challenging. A fateholder in its ethereal web is a CR 17 encounter. (If a fateholder uses an action to create an ethereal web during combat the encounter’s difficulty is not affected.)

Ethereal webs spun by fateholders act as gateways, allowing the spiders to travel between planes and store captured creatures where they can feed at leisure. Such webs exist simultaneously in the Waking and the Ethereal Plane—if they’re destroyed on one plane, they cease to exist on the other as well.

Ethereal webs appear translucent, and at times almost fade from view. In dim light , it requires a DC 13 passive Perception check to spot the webs, though any active search will find them.

A creature that starts its turn in the webs or enters them on its turn is magically transported to the Ethereal Plane as if it were the involuntary target of the etherealness spell, unless it is on that plane already. It must also make a DC 14 Dexterity to avoid being restrained by the webs. A restrained creature can use an action to make a DC 14 Athletics check, escaping on a success. Creatures with the Web Walker trait are immune to being restrained.

A 10-foot cube of webs has AC 14, 15 hit points, and immunity to all damage types except fire and force. If it takes fire damage, everything in that 10-foot cube also takes the fire damage. When a creature leaves an area of ethereal webs, it decides whether it wants to magically travel to the Waking or remain in the Ethereal Plane.

Possible Solutions

N/A