Small Aberration, Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 30 (6d6 + 24)
Speed 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws STR +5, DEX +5
Skills Acrobatics +4, Stealth +5
Damage Resistances Necrotic
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 60
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Voidblight. Voidblight is an affliction unique to Aegypthus and any campaign revolving around him. After (1d6 + intelligence modifier) days without displaying symptoms (a stage 0, if you will), those who contract it go into stage 1 of the affliction and must make a DC 16 Intelligence Saving Throw every day and take (2d6 - Int. Modifier, min. 1 damage) Psychic Damage and progresses by 1 stage of Voidblight on a failed save and are no longer afflicted with Voidblight on a successful one. Any creature that had been afflicted by Voidblight and overcame it in this fashion gains advantage over any Voidblight-related Saving Throws. Accomplishing this three times gives the creature full immunity to Voidblight. 

Any creature that dies while afflicted with Voidblight is resurrected a day later as a Void Husk.

Voidblight Stages

Stage 1: The creature's memory starts to get a bit hazy, or they remember things that have nothing to do with them (memories from other victims of the curse before they caught it). The creature makes any Intelligence Ability or Skill checks w/ disadvantages. Any form of healing, not including long rests, are only half as effective. 

Stage 2: The creature occasionally suffers from nosebleeds and has a hard time thinking straight and makes Wisdom Ability and Skill checks w/ disadvantage. When taking a Long Rest, roll a DC 18 Wisdom Saving Throw. A failed throw results in the creature having nightmares involving Voidblight (Seeing Void creatures in action, a silhouette of Aegypthus shrouded in Blight Mist, past heroes who tried and failed to stop it, and the memories of creatures that are involved with the curse, etc.) and takes (2d6 - Wis modifier, minimum 1 damage) psychic damage when they wake up. Effects from Stage 1 remain.

Stage 3: Large, pulsating black welts (about the size of an egg) swell on the creature's skin, and their body is wracked with constant pain. The creature also makes Dexterity and Strength Ability or Skill checks w/ disadvantage. Effects from Stages 1 and 2 remain.

Stage 4: The creature starts to find speaking difficult, and their immune system begins to break down. Constitution Saving Throws and Charisma Ability and Skill checks are rolled with disadvantage. The effects of stages 1-3 remain. 

Actions

Bite. Melee Weapon Attack. +3 to Hit, reach 5 ft., 1 target. Hit: (1d6 + 3) [Piercing] Damage. The targeted creature must make a DC 16 Strength Saving Throw and becomes Grapples on a failed save.

Stinger (Grappled target only). Melee Weapon Attack. +3 to Hit, reach 5 ft., 1 target. Hit: (1d4 + 4) [Piercing] Damage. The targeted creature must make a DC 16 Intelligence Saving Throw and is afflicted with Voidblight on a failed save.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Void Spawn are monsters that have succumbed to Voidblight and become deformed monstrosities of nature. Tentacles burst from their skin and their eyes glow red. Their lower jaw splits into two, and a stinger-like protrusion can shoot out of the mouth to infect the target with Voidblight. 

Void Spawn actively hunt for those who are not afflicted with Voidblight, relentlessly running toward and attacking the closest non-afflicted living creature to it. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

WorldWeaver96

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