Tiny Construct, Chaotic Evil
AC 14 Natural Armor    Initiative +3 (13)
HP 18 (4d4 + 8)
Speed 30 ft.
Mod Save
STR 6 -2 -2
DEX 16 +3 +5
CON 14 +2 +4
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 6 -2 -2
Resistances Necrotic, Slashing
Immunities Charmed, Frightened
Senses Passive Perception 13
Languages --
CR 1/4 (XP 50; PB +2)
Traits

Biomerge Reanimation.
If the Virex ends its turn in the same space as a Small or Medium creature that is either unconscious, paralyzed, restrained, or dead, it fuses with the host body. After 3 rounds, the body violently mutates into a Virex Host (Stage I).

  • If the host is alive, the creature must succeed a DC 14 Constitution saving throw at the start of each of those 3 rounds or fall into a catatonic state as the parasite takes over.

  • If the host fails all 3 saves, or is already dead transformation succeeds automatically.

  • Lesser Restoration or stronger magic during this phase can purge the parasite.

Adaptive Infiltrator.
The Virex has advantage on Stealth checks against living creatures and can squeeze through spaces as small as 1 inch wide.

Crystalized Nervous Node.
Once per long rest, if the Virex is killed, it leaves behind a shimmering bio-crystal that glows faintly with corrupted life force. Can be harvested.

Actions

 

Neuro-Spike.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: (1d6 + 2) psychic damage. If the target is a humanoid, they must succeed a DC 12 Wisdom saving throw or become incapacitated until the end of their next turn.

Host Penetration.
Requirement: Target must be helpless(grappled, restrained, unconscious, or willing).
The Virex fuses with the creature’s body. The host will transform into a Virex Host in 3 rounds unless the parasite is removed or disrupted.

Bonus Actions

Muscle Latch (1/day).
As a bonus action, the Virex can grapple a creature up to one size larger. While grappled, it gains advantage on Host Penetration and the creature has disadvantage on saving throws against being transformed.

 
Reactions

Hijack Reflex.
When a creature hits the Virex with a melee attack from within 5 feet, the Virex lashes out with reactive tendrils and attempts to attach itself to the attacker.
The attacker must succeed on a DC 13 Constitution saving throw or suffer the following effects:

  • The Virex immediately latches onto the attacker, becoming Grappled to them (escape DC 14).

  • The attacker’s Speed is reduced to 0 until the end of their next turn.

  • The attacker can’t take reactions during that time.

  • On the Virex’s next turn, it may use Quick Merge or Host Penetration against the grappled target.

On a successful save, the attacker only takes 1d4 psychic damage and resists the hijack attempt.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

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

Description

The Virex Parasitic Form is not a disease, nor a simple parasite. It is a grotesque creator — a being that destroys identity to sculpt something new from flesh, bone, and memory. It fuses with living or dead bodies, breaks them down at the molecular level, and reconfigures them using nearby biological matter: animal tissue, decayed vegetation, even other corpses.

What emerges is not a copy, not a resurrection. It is a new creature, never before seen in the world — a blend of meat and meaning. Some of these hosts are mindless abominations, little more than shambling heaps of twitching anatomy. Others, by chance, inherit enough of a humanoid’s brain or memories to become sentient.

These rare, intelligent Virex-born do not remember who they were — but they know.
Deep in their instinct, they feel it:
“I was made… not born.”

Virex dissolves during the process. Its life is consumed to ignite another.
It leaves behind a creature that may love, dream, or scream without knowing why —
a being who walks and speaks and wonders,
yet whose every heartbeat is borrowed.

Virex does not possess. It replaces.
And what it leaves behind is neither alive nor dead —
just… new.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: abberation

Habitat: Any

imhoteps

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