Small Humanoid (Goblinoid), Neutral
Armor Class 11
Hit Points 20 (2d20)
Speed 30 ft., Climb 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
5 (-3)
WIS
14 (+2)
CHA
6 (-2)
Skills Athletics +5, Perception +3, Stealth +3
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 13
Languages Crawler
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen Hearing and Smell. The crawler has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Stone Camouflage. The crawler has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Teeth. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:  7 (1d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:  8 (1d8 + 4) slashing damage.

Sharp Bone. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:  3 (1d6) peircing damage.

Description

The crawler is a strange humaniod beast native too the caves of Erebus, a unique cave ecosystem. While every other creature in the cave is an invertebrate, crawlers are strange. They are mammals, though they hardly look like it. Lacking hair and jaws with spider like jointed legs, these humaniods barely resemble the 3,000 strong expedition of Lemurian Goblins that originally went too these caves 40,000 years ago. Crawlers dwell in the pores of the cave walls, creating huge tunnels. They each divide into familial tribes that have designated caverns for eating, living, sleeping, and raising young. The crawlers have been molded by the harsh cave ecosystem too become generalist brutal carnivores that devour everything in their path. They often hunt in packs but are just as good solitary as they are in groups. They are capable of building basic tools such as picks, trowels, and spears. They use these commonly, mercilessily taking from the ecosystem. They lack empathy for non crawlers. 

Habitat: Underdark

MiloXiloscient

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