Tiny Aberration, Any Evil Alignment
Armor Class 13 Natural Armor
Hit Points 18 (4d8 + 2)
Speed 20 ft.
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
7 (-2)
Saving Throws DEX +5, INT +3
Skills Stealth +8
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Horrifying Presence: These strange creatures are small yet terrifying. All creatures within 120ft of the Crite and aware of it must succeed on a DC 13 Wisdom saving throw or become Frightened for 1min. Creatures may repeat this save at the end of each of their turns and once successful are immune to the Crites Horrifying Presence for 24 hours.

Feast (1/day): If a creature is reduced to 0 hit points the Crite can choose to feast on the helpless creature as an action (this kills the creature). Whilst feasting the Crite cannot attack other creatures and all attack rolls made against it have advantage. At the start of its next turn the Crite finishes feasting and grows in size and ferocity. 

Each time the Crite completes feast and grows, it gains the following benefits: (Small/Medium/Large/Huge/Gargantuan).

+15 hit point maximum, +1 AC, +1 save DC, +1 to hit with attack rolls and +1 damage dice.

Actions

Bite: Melee Weapon Attack. 5ft reach; +6 to hit, one target. Hit: 1d4+4 piercing damage. On a successful hit the target is grappled by the Crite (escape DC 13). On subsequent turns the Crite no longer needs to roll to hit the creature it is grappling and deals the damage automatically. The Crite cannot take reactions or attack another target whilst it is grappling a creature.

Quill (recharge 5 or 6): Ranged Weapon Attack, 30/90ft range; +5 to hit, one target. Hit: 1d6+3 piercing damage. On a successful hit the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1minute (targets repeat the saving throw at the end of each of their turns, ending the effect on itself on a success). If the saving throw fails by 5 or more the creature is stunned until the end of its next turn.

Reactions

Roll: The Crite can use its reaction to Roll up-to twice its movement speed to a location it can see. This movement does not provoke opportunity attacks.

Description

Little is known about this creature, though it is believed it makes its home deep within the Shadowfell. They are ferocious and surprisingly Intelligent creatures driven by an immense desire to feed.

Previous Versions

Name Date Modified Views Adds Version Actions
10/5/2022 12:13:11 PM
3
0
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Coming Soon
10/11/2022 5:44:03 AM
5
0
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Coming Soon
12/27/2022 3:11:46 PM
8
0
--
Coming Soon
Krellshadowblade

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