Skrawler, Larvae
Medium Monstrosity, Unaligned
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armor Class: 12 (Natural Armor)
Hit Points: 39 (6d8 +12)
Speed: 20 ft.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STR DEX CON
10 (+0) 13 (+1) 14 (+2)
INT WIS CHA
3 (-4) 10 (+0) 7 (-2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills: Perception +2, Stealth +2
Damage Resistances: Acid, Fire
Damage Vulnerabilities: Cold
Senses: Darkvision 60ft., ive Perception 12
Languages: None
Challenge: 1/2 (100 XP)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Traits
Amphibious. The Larva can breathe air and water.
Hivemind. The Larva has advantage on attack rolls against another creature if at least one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't incapacitated.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6(2d4 + 1) piercing and the Larva attaches to the target. While attached, the Larva can't attack, and at the start of each of the Larva’s turns, the target takes 6 (1d10 + 1) acid damage.
Bile Spray. Ranged Weapon Attack: +3 to hit, range 10 ft., one target. Hit: 5(2d4) acid damage and the target must succeed a DC 12 Dexterity saving throw or be blinded for 1 minute. A blinded creature can make a DC 12 Constitution saving throw at the end of each of its turns, ending the blinded effect on a success.
Skrawler, Soldier
Large Monstrosity, Unaligned
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armor Class: 14 (Natural Armor)
Hit Points: 51 (6d10 +18)
Speed: 20 ft., climb 20 ft., swim 20 ft.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STR DEX CON
17 (+3) 12 (+1) 17 (+3)
INT WIS CHA
3 (-4) 10 (+0) 7 (-2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills: Perception +2, Stealth +2
Damage Resistances: Acid, Fire
Damage Vulnerabilities: Cold
Senses: Darkvision 60ft., ive Perception 12
Languages: None
Challenge: 1 (200 XP)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Traits
Amphibious. The Soldier can breathe air and water.
Hivemind. The Soldier has advantage on attack rolls against another creature if at least one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't incapacitated.
Explosive Eggs. When the Soldier is reduced to 0 hp, it explodes in a 10-foot-radius sphere. Each creature in the area must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Additionally, 2(1d4-1) larva are born.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Multiattack. The Soldier makes two Claw attacks.
Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Lashing Tongue. Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: the target is restrained by the tongue and must succeed on a DC 13 Strength saving throw or be pulled up to 25 feet toward the soldier. As an action, the restrained target can make a DC 13 Strength check, breaking free of the tongue on a success. The tongue can also be attacked and destroyed (Armor Class 12; 5 hit points; immunity to bludgeoning, piercing, and psychic damage).
Skrawler, Infiltrator
Large Monstrosity, Unaligned
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armor Class: 13 (Natural Armor)
Hit Points: 93 (11d10 +33)
Speed: 30 ft., climb 30 ft., swim 30 ft.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STR DEX CON
19 (+4) 13 (+1) 16 (+3)
INT WIS CHA
5 (-3) 11 (+0) 7 (-2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills: Perception +4, Stealth +4
Damage Resistances: Acid, Fire
Damage Vulnerabilities: Cold
Senses: Darkvision 60ft., ive Perception 14
Languages: None
Challenge: 4 (1100 XP)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Traits
Amphibious. The Infiltrator can breathe air and water.
Hivemind. The Infiltrator has advantage on attack rolls against another creature if at least one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't incapacitated.
Invisibility. The Infiltrator can use it’s action to become invisible for up to 10 minutes. Once it uses this action, it cannot do so again until after a long rest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Multiattack: The Infiltrator makes two Pincer attacks. If the Infiltrator is Grappling a creature, the Infiltrator can also use its paralyzing tongue once.
Pincer: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is Grappled (escape DC 14) if it is a Large or smaller creature and the Infiltrator doesn't have two other Creatures Grappled.
Paralyzing Tongue: One creature Grappled by the Infiltrator must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. Until this poison ends, the target is Paralyzed. The target can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
Skrawler, Dreadnought
Huge Monstrosity, Unaligned
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armor Class: 17 (Natural Armor)
Hit Points: 150 (12d12 +72)
Speed: 20 ft., swim 20 ft.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STR DEX CON
23 (+6) 13 (+1) 23 (+6)
INT WIS CHA
3 (-4) 11 (+1) 7 (-2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills: Perception +4
Damage Resistances: Acid, Fire, nonmagical slashing and piercing
Damage Vulnerabilities: Cold
Senses: Darkvision 60ft., ive Perception 14
Languages: None
Challenge: 6 (2300 XP)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Traits
Amphibious. The Dreadnought can breathe air and water.
Hivemind. The Dreadnought has advantage on attack rolls against another creature if at least one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't incapacitated.
Explosive Eggs. When the Dreadnought is reduced to 0 hp, it explodes in a 30-foot-radius sphere. Each creature in the area must make a DC 14 Dexterity saving throw, taking 13 (4d6) acid damage on a failed save, or half as much damage on a successful one. Additionally, 6 (3d4-1) larva are born.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Multiattack. The dreadnought makes up to two attacks with its pincers, and it can use its bite or its tongue.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 16). While grappling a creature, the dreadnought cannot use that Pincer. The dreadnought has two pincers.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) piercing damage and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the dreadnought, and takes 14 (4d6) acid damage at the start of each of the dreadnought’s turns. The dreadnought can hold up to 2 Medium or smaller creatures in its gullet. If the dreadnought takes 30 damage or more during a single turn from a creature inside it, the dreadnought must succeed on a DC 20 Constitution saving throw at the end of its turn or disgorge all swallowed creatures, each of which falls prone within 20 feet of the dreadnought. If the dreadnought dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 18 Strength saving throw or be pulled up to 25 feet to an unoccupied space adjacent to the froghemoth. The froghemoth can then make a bite attack against the creature as a bonus action.
Skrawler, Brood Tyrant
Large Monstrosity, Neutral Evil
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armor Class: 15 (Natural Armor)
Hit Points: 154 (18d10 +54)
Speed: 40 ft., climb 40 ft.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STR DEX CON
16 (+3) 13 (+1) 16 (+3)
INT WIS CHA
13 (+1) 12 (+1) 16 (+3)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills: Perception +4, Stealth +4
Damage Resistances: Acid, Fire
Damage Vulnerabilities: Cold
Senses: Darkvision 60ft., ive Perception 14
Languages: Common, Deep Speech
Challenge: 7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Special Traits
Amphibious. The Brood Tyrant can breathe air and water.
Hivemind. The Brood Tyrant has advantage on attack rolls against another creature if at least one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't incapacitated.
Innate Spellcasting. The Brood Tyrant’s innate Spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Brood Tyrant can innately cast the following Spells, requiring no material components:
At will: Create or Destroy Water, Thunderwave, Witch Bolt
3/day each: Mind Spike, Gust of Wind, Silence
1/day each: Fear, Lightning Bolt, Sleet Storm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Multiattack. The Brood Tyrant makes three attacks: Two with it’s Warhammer and one with it’s Tail, or two with it’s pincers and one with it’s tail.
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12(2d8+ 3) bludgeoning damage.
Pincer: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is Grappled (escape DC 14) if it is a Large or smaller creature and the Brood Tyrant doesn't have two other Creatures Grappled.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18(3d8 + 6) bludgeoning damage.
Comment