Tiny Aberration, Unaligned
Armor Class 13 Natural Armoud
Hit Points 3 (1d6)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
1 (-5)
WIS
10 (+0)
CHA
2 (-4)
Damage Resistances Bludgeoning
Senses Passive Perception 10
Languages none
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Silence

Silence. This is a artificial arthropod, probably modified from a woodlouse or similar. It was developed to control captive spell casters. It's biologically a parasite. It wraps itself round the host's neck, swallowing it's own tail to form a collar and linking itself to the hosts blood vessels. Once in place it secretes a paralising agent into the host's larynx. Basically it suppresses the hosts ability to vocalise. The voice gradually returns after the muffler is removed over the space of about an hour.

Bonus Actions

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

Reactions

Reaction Name. Blood Strangle

Blood Strangle: The Muffler reacts to being interfered with with a blood strangle, which ends a round after the last touch or if the host looses consciousness. The strangle inflicts 1d8 per round of non-lethal damage.

Reaction Name. Poison

Poison, if damaged the muffler injects a toxin into the host that causes violent convulsions. The host's violent movements makes it difficult to direct a weapon against the organism without hitting the host instead. The convulsions last 5 rounds, constitution saving throw DC15 halves the duration.

Convulsion raises the effective AC of the muffler to 18, assuming that the attacker is trying not the harm the host, an if a miss is by more than nine, the attack hits the host instead.

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

Looks a little like a giant, misshapen wood louse. A scaled arthropod with many small legs. Typically they are bout 18' long by an inch wide and about 1/8 inches thick. It has a wide flat mouth.

Some of the legs are mutated into small hollow fangs through which it draws blood from the host, but not in enough quantity to do serious harm, the same fangs are used to exude drugs into the host.

The creature can survive for about three months on a day's feeding, 

It's usually applied deliberately to a retrained or unconscious host, but it will attempt to attach itself to any live host. An active target can easily preempt it. It cannot attach to a throat that's protected by armor.

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.

Habitat: Urban

CobaltChicken

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