Tiny Monstrosity (Demon), Chaotic Evil
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 20 ft., Climb 20 ft., Burrow 10 ft. (+10 ft in sand)
STR
10 (+0)
DEX
15 (+2)
CON
9 (-1)
INT
1 (-5)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +4
Skills Acrobatics +6, Stealth +6
Damage Vulnerabilities Bludgeoning, Force
Damage Immunities Bludgeoning damage from falling
Senses Darkvision 30ft, Tremorsense 20ft (In sand only), Passive Perception 12
Languages Abyssal (Can't speak)
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Spider Climb. The aracha can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the aracha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The aracha has Advantage on attack rolls against a creature if at least one of the aracha’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Hitchhiker. The aracha can occupy the space of a creature of a size category larger than itself regardless if it's an ally or not. If the aracha is grappling a creature 2 or more sizes larger than itself, the creature's movement is unimpeded by being grappled by the aracha and the aracha moves with the creature rather than the other way around. The aracha weighs 15-30 pounds depending on its length.

Instinctive Release. If the aracha takes fire or lightning damage, it stops grappling any creature it is currently grappling and falls if it is on a wall or ceiling, landing prone.

Flipped Over. The aracha has a movement speed of 0ft whilst prone.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 0 ft. (same space), 1 target. Hit: 3 (1 + 2) [Piercing] damage.

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 (1) [Piercing] damage + 2 (1d4) [Poison] damage.

Bonus Actions

Pounce. One creature within 10ft of the aracha must make a DC 16 Dexterity saving throw. On a success, the aracha lands in an unoccupied space within 5ft of the creature. On a failure, the aracha lands on the creature's space and grapples it.

Drop Onto. One creature directly underneath the aracha must make a DC 16 Dexterity saving throw. On a success, the aracha lands prone in an unoccupied space within 5ft of the creature. On a failure, the aracha lands on the creature's space and grapples it.

Coil. The aracha coils or uncoils it's tail from a creature it is grappling. While coiling, the aracha has advantage on rolls to contest the grappled creature's attempt to escape the grapple, but the aracha also can't use it's sting attack.

Reactions

Dropping Too. If another aracha within 5ft of this aracha takes the Drop Onto bonus action, this aracha can also fall, increasing the other aracha's Dex save DC by +1. The aracha is prone if it falls onto the ground this way. If there's a creature directly underneath this aracha, it takes the Drop Onto bonus action instead.

Description

Arachas are 1-3 feet long cyclopian demons resembling immature scorpions with a singular horn and four legs, though they are rather more active in their hunting style despite their ambush tactics, jumping out at prey if wandering on the ground.

Quarry Menaces. Arachas tend to inhabit deserts and desert-adjacent areas, preferring darker places due to their sensitive eyes. They'll often lie in large groups that cover every inch of a cramped cramped hallway, or sleep in sand dunes, waiting for prey to disturb them. Often, they can be found inside abandoned structures in the desert, or as stowaways in ships departing from arid regions.

Tiny titans. Arachas are the larval state of the moldarach. If an aracha can survive for 900 years, it can enter a pupating state for another century, during which it continuously grows.

Monster Tags: Demonmonstrosity

Habitat: CoastalDesert

ClayGolemBeatsTarrasque

Comments

Posts Quoted:
Reply
Clear All Quotes