Agile Stalker: The nosk can perform the dash, disengage and hide actions as a bonus action.
Shapechanger: The nosk can use it action to Polymorph into a Small or Medium humanoid or beast it has seen, or back into its true form. Its Statistics, other than its size, are the same in each form. A nosk can also Polymorph into any Small or Medium humanoid or beast that is known by any creature that the nosk reads the mind of. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Spider Climb: The nosk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Standing Leap: The nosk’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Trampling Charge: If the nosk moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nosk can make another attack with its hooves against it as a bonus action.
Claw: Melee weapon attack, +5 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.
Acid (Recharge 5-6): The nosk spews 2+1d4 globs of acid at multiple targets. These targets can be creatures or empty spaces on the ground and each glob must hit a different target. Each glob lingers for 3 turns before dissolving.
Creatures that are targeted by this attack must make a Dexterity saving throw with a DC of 13 or suffer the following effect; a creature that is hit by or steps in one of these globs must make a Constitution saving throw or take 4 (1d8) acid damage, half that on a successful save. Creatures that are hit by this attack directly must continue to make this save and take the following damage until the acid dissolves.
Memory Scan: The nosk can scan the memories of one creature within 60 Ft. of it. In doing so, the nosk gains knowledge of any creature the target knows of, particularly creatures that are viewed highly by the target such as friends or family members. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it.
Description
He gave chase, for the woman, his wife, stood before him. She was dead; supposed to be dead. He had held her her in his arms when she passed yet here she was, alive and well and she wouldn't stop running. He couldn't understand why she was here in this corpse littered place, but soon, maybe he would. She had stopped. She stood there, watching silently without a trace of emotion on her face. “My love, why-” He did not get to finish his question, for in that moment she began to scream. It was a ghastly, inhuman screech which was soon accompanied by a loud crack as she snapped her own neck. Her torso bloated, four limbs became Eight and skin was replaced by hardened carapace. By the time it stood over his sprawled out, crawling form, the only thing left of the woman the creature had impersonated was her gaping, pale head which hung from the monster’s long neck. He barely had time to scream, before its wicked claws came down upon his throat.
Lair and Lair Actions
Pitfall: a sheer drop, most often 10 ft. wide, into spikes or a distant bottom, all hidden by loose stones that crumble once too much weight has been placed on them. If the pitfall has spikes at the bottom, creatures that fall into it must make a DC 10 Dexterity save or take 3(1d6) damage. The spikes are considered rough terrain and pit they are hidden in is rarely more than 10 feet deep. If the pitfall is merely a long drop, it will be, at most, be a 15 ft. drop. A creature can must make a DC 10 Perception check to identify the pitfall and a DC 14 Dexterity save to avoid falling into it if they’ve triggered the trap.
Snare Trap: the nosk uses it own silk to create hidden snare traps. These snare traps are nearly invisible, requiring a DC 15 Perception check to find. If a creature steps onto the trap, they will be yanked 5 ft. up off the ground and be Restrained. The snare traps have an AC of 7 and 5 hit points.
Black Webs: by coating its silk in a thick, viscous substance, the nosk can create webs that are heavily resistant to damage. These webs usually appear as normal silk hanging neatly from the ceiling until a hapless adventurer triggers the trap, usually a tripwire made of the nosk’s silk, after which they snap downward to barricade whatever passage the creature had just walked through and the substance coating them strengthens them and gives them their darker color. A creature must make a DC 12 Perception check to locate and identify the trap. Black webs have an AC of 12 and 10 hit points.
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Posted Jul 19, 2023This was really useful in my hollow knight campaign