Medium Monstrosity (Human), Chaotic Evil
Armor Class 13 robes
Hit Points 112 (14d8 + 56)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
19 (+4)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws CON +7, WIS +4
Skills Intimidation +5, Medicine +5, Perception +5
Damage Resistances Poison
Senses Darkvision 60 ft., Tremorsense 30 ft, Passive Perception 14
Languages Common, Druidic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Aura of Decay 10 ft. Creatures starting their turn within the aura must make a DC 14 constitution saving throw or contract Sight Rot (DMG pg 257). If a creature with less than half its maximum health (rounded down) starts its turn within the aura, it must make the DC or contract Sewer Plague (DMG pg 257). The disease manifests as open sores in which a parasites can be sometimes be seen. Use the above DC for determining any diseases' progress. If a creature succeeds on their saving throw, they are immune to the disease for the next 24 hours.

Actions

Multiattack. The Vermin Host makes three attacks: one with each of its different vermin or two vermin attacks and one with its Acidic Spittle.

Black Vermin. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must make a DC 16 constitution saving throw. On a failure the target gains the poisoned condition. While poisoned this way, the target takes 2d6 necrotic damage at the start of its turn. The creature can repeat the save at the end of its turn, ending the effect on a success.

Yellow Vermin. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or begin to hallucinate. While a creature hallucinates, it must roll a DC 14 Wisdom saving throw at the start of its turn to distinguish allies from enemies. It acts normally on a success, but on a failure, the target attacks a random creature it sees within its range using its usual resources, believing it to be a threat. The creature can re-roll its saving throw against the hallucination at the end of its turn, ending the effect on a success.

Red Vermin. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be affected by a nuerotoxin. While affected by the nuerotoxin, the target must succeed on a DC 14 Charisma saving throw at the start of its turn or on a failure roll a d4 and suffer the random effect below as the target's nervous system reacts to the nuerotoxin. The creature can re-roll the saving throw at the start of its turn, ending the effect on a success.

  1. The target's legs momentarily give out, and drops prone. (Can act normally otherwise)
  2. The target experiences muscle spasms. Attacks against the target have advantage until the start of its next turn.
  3. The target's thoughts become incoherent. The target cannot speak and makes intelligence, wisdom and charisma saving throws at disadvantage until the start of its next turn.
  4. The target's body goes into seizure. The target is Stunned until the start of its next turn. 

Acidic Spittle. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 9 (3d6) acid damage, and the target must make a DC 14 Dexterity save or be blinded until the end of its next turn.

Reactions

Coiled Vermin. Crella can make an attack of opportunity when a creature enters the reach of a vermin.

Previous Versions

Name Date Modified Views Adds Version Actions
8/29/2019 11:18:29 PM
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1.1
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Monster Tags: Sidekick

Habitat: ForestGrasslandHill

DM_Blakers

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