Double Jointed.The aberrant crawler's limbs are unnaturally spindly and flexible due to the process that created them. As a result, the aberrant crawler is unable to be grappled or knocked prone as it's body twists and keeps itself upright and unhindered. Additionally, the aberrant crawler has advantage on saving throws to avoid being forced to move by non-magical means.
Rapid Movement.
The aberrant crawler can take the Dash action as a bonus action. Additionally, when the aberrant crawler uses the Dash action in this way its movement does not provoke opportunity attacks.
Crystallization Feedback.
If the aberrant crawler takes lightning damage, roll a d6. On a result of 6 the aberrant crawler is destroyed and explodes in a 15 ft. radius. All creatures in this area must make a Dexterity Saving Throw (DC 15) or take 14 (4d6) lightning damage on a failure, or half as much on a success.
Multiattack. The Aberrant Crawler makes two claw attacks.
Claw Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) slashing damage plus 2 (1d4) lightning damage.
Description
Aberrant Crawlers are the result of twisted arcane experiments on humanoid subjects. They retain the general shape of their previous form but are spindly and emaciated in appearance, moving in quick jerky motions. The left side of their bodies are covered in blue/green crystals that seem grow out from within the body. There is an unnaturally uniform line of demarcation between the left side of the body, which is covered with crystals and the right side, which shows no signs of crystal growth.
Previous Versions
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