Tiny swarm of Tiny beasts, Typically Chaotic Evil
Armor Class 5 Natural
Hit Points 6 (1d4 + 4)
Speed 10 ft., burrow 3 ft.
STR
3 (-4)
DEX
5 (-3)
CON
5 (-3)
INT
2 (-4)
WIS
1 (-5)
CHA
1 (-5)
Skills Stealth +8
Damage Vulnerabilities Bludgeoning, Radiant
Damage Immunities Bludgeoning damage from falling
Condition Immunities Frightened
Senses Blindsight 5ft, Tremorsense 10ft, Passive Perception 7
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Otherworldly Rot. Everything living that the Aberrative Mite touches must roll a DC 12 Dexterity saving throw or take 1d6 force damage per turn if in battle or per hour for 24 hours unless cured

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract Otherworldly Rot: take 1d6 force damage per turn if in battle or per hour for 24 hours unless cured

Reactions

Infect. If hit with unarmed damage, the Aberrative Mite can use Bite on its attacker and the attacker must roll a DC 15 Saving throw or take the effects of bite.

Legendary Actions

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Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A roughly rat sized aberration with a long spindly tail. It smells like sulfur and ozone and leaves a trail of slime that is an indiscernible color. They often are found in colonies of 12 to 50.

There are some large colonies that people have found in places like unused cellars of cathedrals and in dungeons that have had hundreds, if not thousands of them in them. 

In especially dense environments, their tails can get caught together and form an almost hive mind like creature.

Previous Versions

Name Date Modified Views Adds Version Actions
11/11/2024 11:53:12 PM
0
1
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Coming Soon

Monster Tags: aberration

Habitat: ForestUrban

TripleTed

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