Pact Tactics: As long as another spawn is within 5 feet of the targeted creature, then the spawn has an advantage on its attack rolls. Gaining an additional +2 towards its attacks for each spawn within 5 feet of the targeted creature.
Poison Bite: (1/day) Much like the Komodo dragons, the spawn carries infectious bacterial parasites that feed off the host's meals while benefiting the host with poison to help kill its prey. (DC18) constitution saving throw. On a failed save the infected take 8d4 poison dmg and a successful save takes half that damage. Target then becomes poisoned for 1 hour. At the start of each turn, the target rolls a (DC18) constitution saving throw. On a failed save the target takes 4d4 poison damage and a successful save take no damage. Target may take an action to cleanse the wound to be cured. Due to the nature of how this poison is generated each spawn can only affect one creature a day.
Infestation: You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a (DC18) Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Innate Spellcasting: The Infectious Spawn innate spellcasting ability is Constitution (spell save DC 18+10 to hit with spell attacks). The Infectious Spawn can innately cast the following spells, requiring no material components.
At-will: Infestation (cast as a 17th-level spell caster)
Spawn: Upon death via melee at least two more creatures spawn from the remains to a maximum of 10 spawning from one set of remains. Final damage upon death calculates the spawn number. 1-10 spawns two 11-20 spawns three 21-30 spawns four etc. If killed via magic or range within 45 ft. the target must make a (DC18) Charisma saving throw. Upon success, only one spawns on a fail two spawn. Anything killing it past 45 ft does not cause it to spawn more. New spawn does not cause this effect before two rounds of combat passing if 4 or less spawned, and 3 rounds of combat of 5 or more spawned.
Swarm: The Infectious Spawn act as a hive mind and attempt to swarm one targeted creature at a time until the target is poisoned by the infection.
Fear: The Infectious Spawn are prone to fear and intimidation. If frightened they attempt to flee from battle.
Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple.
Bite: Melee weapon attack: +9 to hit, reach 5ft, single target. 6d8+4 to target. Piercing Damage. Upon damage the target makes a (DC18) constitution saving throw taking 8d6 poison damage on a failed save, or half the damage on a successful save. (1/Day for Poison per unit) Target then becomes poisoned for 1 hour. At the start of each turn, the target rolls a (DC18) constitution throw with disadvantage. On a failed save the target takes 4d6 poison damage and a successful save take no damage. Target may take an action to cleanse the wound to become un-poisoned.
Claw: Melee weapon attack: +9 to hit, range 5ft, single target. 2d10+4 to target. Slashing Damage.
Infestation: Ranged spell attack: Con saving throw, range 30 ft., (DC18) 4d6 to target. Poison Damage. Target rolls with disadvantage if attacked with a melee attack this turn.
Multistrike: The Infectious Spawn uses it's high dexterity to pull off three quick attacks, two claw with it's claws, one with it's tail. On damage, the targeted creatures must succeed on a (DC18) constitution saving throw with disadvantage, or have infestation cast on it.
Tail Whip: Melee weapon attack: +9 to hit, range 5ft, single target. 3d6+4 to target. Bludgeoning Damage.
Description
"You walk upon the cute little bunnie only for it to turn around for you to see it is infested with fleas. Screaming in horror you go running away as it attempts to bite down upon your outstretched hand. Something in the sewer must have contaminated this poor defenseless creature. Running off into the night you seem to see the glowing eyes multiplying down by the creek."
Infectious Spawn from a distance look like harmless rabbits, a closer look let's one notice the dead lifeless eyes. What was once plain white rabbits have now become dark gray in color with what appears a hardshell back. Flea infested and hagrid something is off putting about this creature. Some chemicals in the sewer must of infected this poor creature.
Previous Versions
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8/26/2021 11:22:21 PM
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5e
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8/26/2021 11:47:13 PM
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5e
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8/28/2021 5:39:21 AM
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34
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Coming Soon
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