Acidic blood. When a creature deals piercing or slashing damage with a melee attack to the Warp Spawn they take 2 (1d6) acid damage.
Corrosive. Any non-magical weapon made of metal or wood that hits the Warp Spawn corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Warp Spawn attack three times each attack action.
Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 20 (2d12 + 5) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 18 (4d12 + 6) piercing damage. If a creature is lowered to zero hp from a bite attack, they are devoured and killed outright.
Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: (2d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking (3d8) poison damage on a failed save, or half as much damage on a successful one.
Charge. If the Warp Spawn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 10 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Acid Breath (Recharge 6). The Warp Spawn exhales acidic fluid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. The Warp Spawn then loses 5 hit points.
Comments