Vacuum hydrated. As long as this creature and others of its type are in the vacuum of space, they do not require hydration of any form.
Sizeable evolution. Any version of this creature found on planets are significantly smaller due to the force of gravity hindering their growth.
They Live WHERE. These creature live in the most hostile of environments and still survive and call it home. Cannot be hindered by rough terrain.
Call The heard. Once every 4 rounds, this creature can use all its actions to call 4 more of its kind to the scene of the battle.
Multi attack. Once every two rounds the Asteroid Hopper can make 1D8 of Piercing strikes.
Piercing strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) Piercing damage. The Asteroid Hopper stabs the target with one of its four extremely sharp legs.
Visual Laser. Ranged Weapon Attack: +6 to hit, range 10/60 ft., one target. Hit: 15 (3d6 + 6) Radiant damage. The Asteroid Hopper stares into your soul and fires a small laser into it.
Web walk. The Asteroid Hopper weaves a web so thin that its not visible to the naked eye, and yet strong enough for an Asteroid Hopper to stand on, how ever, any attempt to stand on it or grab it will result in a completely painless slice through the body that attempts to do so e.g. you try to slap it and your fingers will be cleanly cut off and you won't feel a thing. Damage will be dealt in accordance with what part of the body is sliced through. The web can be up to 30ft long.
Vertical Spring. When hit with a Melee attack, roll a DC18 Dex check to over head swing, on a non over head swing, the Asteroid hopper can jump 25ft into the air and avoid one non over head attack for that round.
Flatten. When hit with a Melee attack, roll a DC18 Dex check to over head swing, on a non over head swing, the Asteroid hopper can flatten itself to the floor and avoid one non over head attack for that round.
Back Spring. When hit with a Melee attack, roll a DC18 Dex check to over head swing, on an over head swing, the Asteroid hopper can bounce backward 10ft and avoid one over head attack for that round.
Side Spring. When hit with a Melee attack, roll a DC18 Dex check to over head swing, on an over head swing, the Asteroid hopper can bounce side ways 5ft and avoid one over head attack for that round.
Description
An agile spider like creature with only four legs and no mandibles, it seems not to even have a face, just a singular eye. They live at the theoretical centre of the universe, everything here is dead and the only way they survive is by the radiation given off by the white hole. I know, radiation, that's not possible, that should kill them... They eat radiation. In this reality they are known as the only creatures that can traverse the centre of the universe and not be affected by the time dilation, this is why they get faster it seems the closer you are to the white hole. In fact, you are getting slower, time speeds up around you but your stay in the same time frame, the Asteroid Hoppers speed up with time, they will get several time frames ahead of you before you even see them, they know your every move.
Lair and Lair Actions
The centre of the universe
Lair Actions
On initiative count 14 (losing initiative ties), the Asteroid Hopper takes a lair action to cause one of the following effects; the Asteroid Hopper can’t use the same effect two rounds in a row:
- Asteroid Crash. The Asteroid Hopper can pull two asteroid together at great speed, anything between them takes 3d12 of bludgeoning damage, the asteroid break apart and fly in all directions, on a successful DC15 Dex save, a creature dodges the asteroids, on an unsuccessful one, the creature takes 1D12 of bludgeoning damage.
- Time frame switching. The Asteroid Hopper has advantage on all throws for the next 2 rounds.
Regional Effects
The region containing an Asteroid Hopper’s lair is at the centre of the universe, which creates one or more of the following effects:
- Time speed up around you, including the Asteroid Hoppers every 20ft closer you get to the centre of the universe, the Asteroid Hoppers gain and lose Dex ability score by one according to how close they are to the centre of the universe. At the edge of the centre, they have an ability score of 20. At the centre, their ability score is in the region of 40 and 52. Their speed also increase by 5ft every 20ft closer they get.
- The White hole at the centre is constantly expelling energy/radiation, any creature not wearing radiation suits of one kind or another gets radiation poisoning at the edge of the centre, at 100ft into the centre, electronics stop working and at 150ft they all surge and go off in the space of a minuet.
If the Asteroid Hopper dies, these effects do not fade, they simply originate from the environment itself, not the creature.
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