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Blight Mote

Blight Mote small aberration, unaligned 1/8 25 xp

  • Armor class 10 (natural)
  • Hit points 8 (1d6+4)
  • Speed 20 ft.
  • STR 6 (-2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 2 (-4)

Damage Immunities: acid, poison

Condition Immunities: blinded, prone

Senses: Blindsight 60 ft., Passive perception 10

Languages: none

Challenge: 1/8 (25 xp)

Amorphous. The mote can move through a space as narrow as 1 inch wide without squeezing.

Actions

Blight touch. Melee weapon attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) necrotic damage.

Mucous splatter. When the mote is reduced to 0 HP, it explodes into a 5 ft. square of slick slime. Any creature in that square (or entering it for the first time on a turn) must succeed on a DC 11 DEX Save or fall Prone. This slime lasts for 1 minute and is difficult terrain.

Blight Kraken (head)

Blight Kraken (head) Large monstrosity, neutral evil 3 700 xp

  • Armor class 15 (natural)
  • Hit points 120 (12d8 + 66)
  • Speed 5 ft., swim 40 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Damage Resistances: fire

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft., passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

Modular vitality. Half of all damage done to blight kraken tentacles is also done to the head.

Reel. At the end of the head's turn, every tentacle currently grappling a creature moves 10 ft. toward the head.

Submerged Horror. While the head is in deep water and no creature is within 5 ft. of it, it has Total Cover against all attacks and effects from outside the water. It surfaces immediately if a creature moves within 5 ft. or it uses its reaction.

Actions

Bite. Melee attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing + 2 (1d4) acid damage.

Sludge Spit (Recharge 5-6). All creatures in a 15 ft. cone must succeed a DC 12 DEX save or take 9 (2d8) acid damage and become restrained. A creature can use its action to make a DC 10 STR check to free itself or another creature from the sludge, ending the effect on success.

Sirens Call. If the head has fewer than 40 HP, as an action any un-submerged creatures within 60 ft. must succeed a DC 12 WIS save or, on their next turn, move toward the head by the shortest most direct route.

REACTIONS

Surface Tension. The head surfaces and becomes targetable until the end of its next turn. This reaction is triggered when:
1. A tentacle is reduced to 0 HP
2. A creature is moved into deep water while grappled by a tentacle

Legendary Actions

The head can take 2 legendary actions, choose from the options below. The head regains spent legendary actions at the start of its turn.

Lash (1 action). One tentacle makes a slam attack OR moves its speed.

Regrowth (1 action). If fewer than 4 tentacles are active, the head may spend 10 HP to regrow a destroyed tentacle. It appears in any unoccupied space within 30 ft. of the head.

Erupt (1 action). A new blight mote climbs out of the water or a geyser within 30 ft.