Medium Or Small Monstrosity, Any Alignment
Armor Class 10 Natural
Hit Points 14 (5d6 + 2)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +2
Senses Passive Perception 12
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Brown Notes. If they join in with those playing music, they will create a sound that is debilitating after 1d rounds, with a constitution check every round to avoid being incapacitated.

Feast of the Giants: Should a Mite eat a full person, they will begin to grow into a six-foot-tall version of the same creature, gaining an additional hit die and adding two claw attacks. This massive increase in size leaves them in an aggravated state, which can only be calmed by music and ritual prayer.

These very large ones have a deep fondness for eating their prey, usually people, whole, and are called giant Purple People Eaters.

Actions

Goring and Draining. The single horn on their heads is their weapon, and they will aim it at targets. as many as three can attack a single target at a time.

Action Melee Attack. Goring: +2 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 1) [piercing] damage, with success meaning they have gored, and they will begin to suck the blood through their horn, draining 1d6 hp each round.

Giant Claw attack: should they successfully consume a victim, they gain the following attack.

Action Melee Attack. Claw attack +2 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 1) [slashing] damage.

Bonus Actions

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

Reactions

First Encounter. When first encountered, the People Eaters will descend from the tree limbs they wait on, dropping to the ground and beginning to gyrate and dance while saying such words as wop, bam, boom, bop, a-boppa, lopa, and lum.

This is a ritual chant to prepare the sacrifice for their deity, which appears to just be a ten-foot-tall representation of one of them.

Ritual Interruption: While they do this ritual, they can be bargained with in two ways. First, they can be offered a pair of short shorts for every member of the hunting party. If that fails, then they can be played music, especially up tempo, 4/4 beat music with a good baseline, heavy strings, and preferably a decent voice.

Should the music not inspire further gyration and their joining in, typically a function of the charisma check, they will attack.

If it does and it pleases the, then they will join in, using the horns on the tops of their heads as instruments. The sound is most unpleasant.

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

Mites are a race of violet or purple skinned, two foot tall, bipedal, pigeon toed, winged, flight capable beings with one eye in the center of their wide heads, one brightly colored horn that juts up from it, no visible nose, and a gaping maw that stretches nearly the width of the head and can open to almost a foot wide.

They are primarily arboreal, preferring to ambush prey from the trees, and seem to be able to tell if the prey is going to be tough or not.

They have an intense love of music and will often pause to gyrate strangely when they hear a tune they like. They can also be bargained with, having a value on very short shorts, something they occasionally wear.

Victims are sacrificed and their corpses dragged to the mouth of their cave within a large, circular rock that is thick in the middle and thin on top, like two inverted teacup saucers.

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.

AEDorsay

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