Special Weapons.
While Kythons may enjoy tearing their prey to shreds, they are intelligent enough to make good use of weapons. The kythons grow their weapons and devices from eggs similar to those that spawn their young. When a kython lays an egg, it can choose whether the egg will hatch into a broodling or an organic weapon. A kython using any of these weapons substitutes the weapon’s attack for one of its claw attacks when it uses the multi-attack action. Non-kythons cannot make these weapons function. Each kython with a claw attack has a percentage chance (specified in the creature’s descriptive text) to possess one or more kython weapons or devices. To determine which weapon a kython has, roll on the following table or choose one you feel is appropriate.
d% Weapon
01-20 Acid spitter
21-50 Bone shard crossbow
51-60 Boneblade
61-70 Extra armor
71-80 Mouth launcher
81-90 Mucus pod
91-100 Phase organ
Acid Spitter
ranged weapon
Damage: 3d6
Damage Type: acid
Range: 10/5o
Bone Shard Crossbow
ranged weapon
Damage: 1d4
Damage Type: piercing
Range: 20/4o
Special: The target is subject to the same poison inflicted by the bite attack of the kython wielding it.
Boneblade
melee weapon
Damage: 2d8
Damage Type: slashing
Special: attack and damage rolls made with this weapon receive a +1 bonus.
Extra Armor
armor
Special: extra chitinous plates are fitted to the kython’s body, adding +2 to its existing armor class.
Mouth Launcher
melee weapon
Damage: 1d6
Damage Type: piercing
Special: this weapon fits inside the mouth of the kython wielding it and does not replace one of the kython’s claw attacks, however, it is still included as part of the kython’s multiattack action. A successful hit with this attack grapples the target. While the target is grappled this way, any bite attack made against them by the kython wielding this weapon is an automatic hit. Add +1 to the challenge rating of a kython with this weapon.
Mucus Pod
equipment
Special: this weapon affixes to a claw of the kython wielding it. When the kython makes a claw attack using the claw this weapon is attached to, the attack also sprays mucus at the target. A creature hit by the attack must succeed on a DC 15 Dexterity saving throw or become restrained in the mucus for 1d4+1 rounds. Alcohol will wash the mucus away, otherwise the restrained target may attempt a DC 18 Strength saving throw at the end of each of their turns to break free.
Phase Organ
equipment
Special: this small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to cast the misty step spell once per turn.
Multiattack.
The kython makes three attacks, one with its bite, and two with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 10 (3d6 + 4) piercing damage. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest.
Claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 13 (2d8 + 4) slashing damage.
Description
When kythons mature fully, their torso grows so that they become a little more like upright humanoids (although they still usually hunch over). Their tail drops away as they pass into this stage, but they gain another set of clawed arms. The exoskeleton is now either green, dark blue, or black. Adults guard the nests and carry out most of the work that needs doing for kython society as a whole. Most kythons remain in this stage forever. A few mature into more specialised stages, most of these becoming impalers, a few transforming into slaymasters, and very rare individuals becoming slaughterkings. Each adult has a 30% chance to possess a kython weapon.
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