Medium Aberration, Unaligned
Armor Class 19 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 0 ft., Fly 40 ft. (hover)
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
5 (-3)
WIS
13 (+1)
CHA
7 (-2)
Saving Throws DEX +5, CON +6, WIS +4
Skills Acrobatics +5, Athletics +6, Perception +7, Stealth +8
Damage Resistances Acid, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 17
Languages Deep Speech
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Abnormal Health. The metroid is immune to disease.

Magic Resistance. The metroid has advantage on saving throws against spells and other magical effects.

Toxic Aura. The metroid exudes poisonous gas from its body. Each creature that starts it’s turn within 5 feet of the metroid must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the metroid's Toxic Aura for 24 hours.

Unusual Nature. The metroid doesn’t need to breathe, drink, or eat organic sustenances. Though it requires life energy to sustain itself.

Actions

Multiattack. The metroid makes one Bite attack and uses Chain Bolt or Metroid Webbing.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) necrotic damage, and if the target is a creature other than a Construct or Undead, the metroid regains hit points equal to the damage dealt. A creature reduced to 0 hit points by this attack dies, as the metroid siphons all of the creature’s life energy.

Chain BoltThe metroid targets a creature it can see within 60 feet of it and unleashes a bolt of lightning towards it. The target must succeed on an DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much on a successful one. After hitting a target, two bolts then leap from that target to as many as two other targets, each of which must be within 30 feet of the first target. Each target must succeed on an DC 15 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. A target can be a creature or an object and can be targeted by only one of the bolts.

Metroid Webbing. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: 18 (4d8) poison damage, and the target is restrained by webbing. While restrained, the target takes 9 (2d8) poison damage at the start of each of its turns and the target may then make a DC 15 Strength check to free itself from the webbing. Unlike normal webs, fire cannot burn a metroid's webbing.

Description

The Alpha Metroid is the fourth stage of a typical Metroid's life cycle, and molts from the topside of a Metroid larva's translucent membrane, leaving behind a shed husk in the process. The development has granted it new physical features: two red compound eyes, three large fangs surrounding a leech-like mouth outlined with smaller teeth, four budding limbs and a plated exoskeleton growing along the back. The Metroid now resembles an arthropod, and the species' characteristic membrane and red nucleus are now located on its underbelly.

These anatomical changes have an impact on how the Metroid reacts to its species' major weakness: cold damage. Contrary to a larva whose entire body is frozen solid when subjected to extreme cold or frost, an Alpha Metroid cannot be immobilized by such means. The inability to completely freeze its body results from the newly-developed exoskeleton that borders the membrane; the small surface area of the membrane that remains exposed, and unlike the metroid larve which's membrane is nigh invincible, the alpha metroid's membrane is softer and more vulnerable to attacks.

Metamorphosis.

The alpha metroid is larger and more durable than the metroid larve, and possesses the power to generate electricity and poisonus gas from their bodies. The transformation has made them physically stronger, but their new form is slower and their ability to siphon life has weakened, now being unable to grapple foes.

The Alpha Metroid is arguably the weakest stage in the SR388 life cycle after the Infant Metroid. Nevertheless, it is the first crucial metamorphosis that will ultimately allow the creature to reach far superior forms, with many of its weaknesses either diminished or removed entirely.

Monster Tags: abberation

DragOOn1888

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