Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 14 | +2 | +7 |
CON | 15 | +2 | +7 |
Mod | Save | ||
---|---|---|---|
INT | 8 | -1 | -1 |
WIS | 12 | +1 | +1 |
CHA | 6 | -2 | -2 |
Unbreakable Bond. The companion cannot be charmed or frightened.
Hulking Brute Form
Lacerating Claws. Aberrant Companion takes large swipe at target creature. Melee Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) [slashing] damage.
Swift Stalker Form
Poisonous Bite. Aberrant Companion bites the targeted creature injecting venom.
Melee Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 4) [piercing] damage. On hit, target must succeed on CON saving throw against your spell save DC or be poisoned until the end of its next turn.
Spore Artillery Form
Caustic Spit. Ranged Weapon Attack: +4 to hit, range 60/120 ft., 1 target. Hit: 8 (1d8 + 4) [acid] damage.
Mutable Forms. As a bonus action, you can command the companion to transform into one of the following forms. Its statistics change as noted below.
Hulking Brute Form.
Armor Class: Becomes 15 + PB (Chitinous Plate)
Hit Points: Gains 10 temporary hit points.
Strength: Add your PB to the strength score
Swift Stalker Form.
Speed: Becomes 40 ft., with a climb speed of 40 ft.
Dexterity: Add your PB to the Dexterity score
Spore Artillery Form.
Speed: Becomes 15 ft.
Constitution: Add your PB to the Constitution score.
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 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 original form of the beast is barely recognizable as you have mutated it beyond recognition into something new and better.
Hulking Brute Form. The transformation into the Brute is a violent spectacle of sound and motion. Bones crack and reset with sickening pops as the companion's frame broadens and drops closer to the ground. Its muscles swell into grotesque, knotted bundles that writhe beneath the skin like a sack of pythons. Jagged plates of iridescent chitin, like the carapace of some deep-sea insect, erupt through its hide to form a crude, overlapping armor. Its original face is pulled into a permanent snarl of aggression, and its claws extend into jagged spurs of blackened bone, dripping with a foul-smelling fluid. It moves with the earth-shaking deliberation of a living battering ram.
Swift Stalker Form. This mutation is a silent, fluid horror. The companion's body elongates, becoming unnaturally slender and sinuous. Its skeleton seems to soften as two or three new pairs of insectoid limbs, ending in sharp, hooked points, sprout from its torso, allowing it to scrabble across any surface with terrifying speed. Its hide becomes slick and dark, covered in fine, vibrating cilia that blur its outline, making it difficult to track. Its jaw can unhinge to an unnatural degree, revealing rows of needle-like fangs that constantly drip a paralytic venom. It moves with a predatory grace that is both mesmerizing and deeply unsettling.
Spore Artillery Form. Becoming the Artillery is the most profound and disturbing transformation. The companion's legs buckle and its lower body broadens, sprouting thick, fleshy tendrils that burrow into the ground to anchor it in place. Its torso swells into a pulsating, fungal pod, covered in glowing pustules and weeping sores. Its original head is often still visible, but partially fused into the top of the bloated mass, its eyes wide and vacant. A large, flower-like sphincter opens on its back, contracting rhythmically before launching a glob of hissing, caustic acid with a wet, percussive sound. A faint, sweet, cloying odor of rot and decay hangs in the air around it.
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.
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