Large Monstrosity, Unaligned
AC 13 (Adaptive Flesh)    Initiative +7 (17)
HP 525 (50d10 + 250)
Speed
Mod Save
STR 20 +5 +5
DEX 24 +7 +15
CON 20 +5 +13
Mod Save
INT 18 +4 +4
WIS 16 +3 +3
CHA 1 -5 -5
Vulnerabilities Fire
Resistances Acid, Bludgeoning, Cold
Senses Unknown Always knows if what it sees isn't infected by SRP-74, Passive Perception 24
Languages --
CR 26 (XP 90,000; PB +8)
Traits

Adapted Parasite (SRP-74). Adapted parasites will not attack beings controlled by the SRP-74 parasite, nor will they attack beings that serve SRP-74. Otherwise, it will attack the creature on sight.

COTH. Any organic matter hit by an adapted parasite, even if undamaged, gets inflicted with COTH for 12 hours.

Adapted Fear. Cowardly individuals that see an adapted manducator (while it's not invisible) will be inflicted with Frightened untilt they are more than 750 feet away from the adapted manducator.

Destructive Power. The adapted manducator can break anything that is weaker than adamantine.

Actions

COTH EffectThe COTH effect can only be inflicted onto organic matter. If a creature with COTH dies, they will become an assimilated creature, fighting for the SRP-74 parasite. COTH is a contagious effect and is spread when an inflicted creature harms another creature. It can also be spread through bodily fluids.

Bite. Range: 4 ft. The adapted manducator bites a single target, dealing 6d20 Piercing damage and possibly biting off a chunk of the target individual.

Sneak. Range: 25 ft. The adapted manducator sneaks to a different location within 20 feet. During this action, the manducator is significantly harder to see.

Rapid Dash. The adapted manducator dashes 4 times, in directions of its choosing. In total, the 3 dashes cover 48 feet in 1 second, with each dash covering 12 feet. When invisible, the manducator tends to use this action to make the enemy lose track of its position.

Bonus Actions

Terrain Tear. When chasing a creature, the adapted manducator breaks through anything weaker than adamantine. This includes mountains, trees, shields, buildings, etc. This ability is passive and does not tire the adapted manducator. It can be done while the manducator is invisible.

Manducator Invisibility. The adapted manducator is naturally "invisible", though it can be seen with a successful DC20 Perception Check. This invisibility will remain even while the adapted manducator attacks and moves, making it very easy to lose track of its location during battle.

Invisibility Deactivation. When the adapted manducator is damaged, its Manducator Invisibility is deactivated.

Invisibility Reactivation. If the adapted manducator is not damaged for 2 enemy turns (The turns of those the adapted manducator is attacking), its Manducator Invisibility will reactivate. The DM may choose to replace the enemy turn requirement with an enemy action requirement. If the DM does so, they may choose how many enemy actions it takes for the invisibility to reactivate.

Description

SRP-74 Infection

SRP-74 is a parasitic infection from the modded dimension [MC_ScapeRunParasites_74], the 74th MC dimension to have this category of parasites.

Interdimensional Access. The SRP-74 parasite gained access to interdimensional travel when a careless dimension hopper teleported to [MC_ScapeRunParasites_74], linking the infected dimension to the dimension they came from, a dimension which happened to have several hundred portals to other dimensions.

SRP-74 World Portals. Albeit a very rare occurrence, SRP-74 World Portals are interdimensional portals that connect a completely assimilated dimension to a newly infected one.

Appearance

The picture provided is of an adapted manducator in the dimension [MC_ScapeRunParasites_74].

Adapted manducators are large quadrupedal creatures, being around the size of a human-sized wolf. The entire body, excluding the manducator's head, has smooth black tissue as skin. The head of the manducator is made entirely of hardened bone, and is in the shape of a elongated and distorted skull.

ADAPTION

The DM may choose to create their own system for parasite adaption.

When damaged, the Adapted Tier parasite will slightly adapt to the type of damage it took, unless the parasite is on fire or the damage type was Fire or Fire esc. If it is not fire/flaming, magma, lava, burning, molten metals, etcetera; it can be adapted to.

Semi-adaption = The Adapted Tier parasite has gained Resistance to the damage/ability. The damage/ability is half as effective against the Adapted Tier parasite. After the parasite has 250 Adaption Points for a specific damage/ability, it gains Semi-Adaption for that damage/ability.

Full-adaption = The Adapted Tier parasite has gained immunity to the damage/ability. The Adapted Tier parasite will take no damage from, and will not be effected by, the damage/ability. After the parasite has 500 Adaption Points for a specific damage/ability, it becomes fully adapted to that damage/ability.

Damage Adaption. 1 Adaption Points for each 1 point of damage the Adapted Tier parasite takes from the damage type, ie. The parasite takes 50 lightning/electric damage, it gains 50 Adaption Points towards lightning/electric damage. When the Adapted Tier parasite is attacked and hit, it gains 5 Adaption Points towards the damage types it was attacked with, even if the attack dealt no damage. If the attack misses, and the Adapted Tier parasite does not take damage nor gets inflicted with anything, it will not gain Adaption Points.

Ability Adaption. When an ability is used on an Adapted Tier parasite, it gains 10 Adaption Points towards that ability.

Some of the damages/abilities that can be adapted to are considered as one thing, so the various things that can be "adapted to" will be listed below.

Damages

  • Divine/holy and similar damages
  • Eldritch damages
  • Abyssal damages
  • Genuine Void magic
  • ZILE "magic" (Void Of Creation's replacement of magic)
  • Slashing damage
  • Bludgeoning damage
  • Piercing damage
  • Magical damage
  • Force/Kinetic/Gravitational damage (Includes telekinesis and similar abilities)
  • Lightning/Electric damages
  • Psychic damages and damage to Minds
  • Radiant damage
  • Thunder/Sound damage
  • Damage to Souls
  • Damage to Existences

Abilities/Powers

  • Magic Spells
  • Effects of singularities and black holes
  • Deletion and Existence ceasing
  • Inflictions and effects

These are the general things, but there is plenty more. If it is not fire/flaming, magma, lava, burning, molten metals, etcetera; it can be adapted to.

Adapted Tier

Adapted parasites are Primitive Tier parasites that have killed more than 100 creatures, and have thus adapted. They are extremely dangerous and should one fight them, they should do so with caution.

WARNING. Adapted Tier parasites have the Adaption ability, so should one fight an adapted parasite, they better make sure to kill it.

Loot

When an adapted manducator is slain, there is a 50% chance for its Manducator Core to be salvageable.

Monster Tags: monstrosity

Habitat: Any

TinkeringVoids

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