Large Monstrosity, Chaotic Neutral
Armor Class 17 Natural
Hit Points 210 (20d10)
Speed 80 ft., Walk 40 ft., Fly 120 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +9, CON +10, WIS +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Poisoned
Senses Unknown, Passive Perception 16
Languages Common, Insectoid, Abyssal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Enhanced Parkour Mastery: Voraxid has advantage on Acrobatics checks and can traverse difficult terrain without penalty. It can make a leap to an unoccupied space within 30 feet as a bonus action, landing gracefully.

Immediate Attacks: When an enemy moves into Voraxid’s reach or casts a spell within 10 feet, it can make a reaction attack with its weapon proficiency.

Weapon Proficiency Inheritance: Voraxid is proficient with all insectoid weapons, allowing it to switch seamlessly between claws, mandibles, and specialized insect weapons, gaining a +2 bonus to attack rolls with these weapons.

Spell Destabilization: (Recharge 5–6). Voraxid emits an aura that disrupts spellcasting within 60 feet. Spellcasters must succeed on a DC 18 Wisdom saving throw or have their spell slots halved for 1 minute. Ongoing spells have a 50% chance to fizzle out prematurely.

Rage Form: (Recharge 6). When Voraxid drops below 50 HP, it can enter a rage for 1 minute, gaining +4 to attack rolls, resistance to all damage except psychic, and +2d6 damage on weapon attacks.

Battery Attacks: Voraxid can unleash a rapid series of charged melee strikes, making three weapon attacks as part of its action, each dealing an extra 3d8 lightning damage on hit.

Spellcasting

Voraxid is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
Voraxid has the following spells prepared:

- Cantrips (at will): Eldritch Blast, Mage Hand, Poison Spray
- 1st level (4 slots): Charm Person, Witch Bolt
- 2nd level (3 slots): Hold Person, Mirror Image
- 3rd level (3 slots): Counterspell, Fear

Actions

Multiattack: Voraxid makes two melee attacks.

Claw & Mandible Combo: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
*Hit:* 18 (2d10 + 5) slashing damage plus 7 (2d6) piercing damage.

Battery Charge (Recharge 5–6): Voraxid releases a burst of electrical energy in a 20-foot radius. Each creature in the area must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage, half on a success.

Bonus Actions

Quick Strike: Voraxid can make a single weapon attack with advantage if it has not attacked this turn.

Reactions

Swift Reaction: When an enemy moves into Voraxid’s reach or casts a spell within 10 feet, Voraxid can make an immediate attack with its weapon proficiency.

Legendary Actions

Voraxid can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Voraxid regains spent legendary actions at the start of its turn.

Claw Swipe: Voraxid makes one claw attack. (Cost: 1 action)
Disrupt Spellcasting: Voraxid uses its spell destabilization aura on a spellcaster within 60 feet. (Cost: 2 actions)

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

Voraxid is a swift, insectoid predator with a sleek, chitinous body. It moves with agility, combining martial prowess with arcane disruption. Its insectoid nature allows it to climb and leap effortlessly, making it a deadly ambush predator.

Lair and Lair Actions

Voraxid’s lair is a massive hive deep underground, filled with tunnels, chitinous walls, and insectile traps. It is a place of perpetual twilight, alive with the hum of insects.

Lair Actions: On initiative count 20 (losing initiative ties), Voraxid can take a lair action to cause one of the following effects; it cannot use the same effect two rounds in a row:

- Summon a swarm of insects that swarm a 20-foot radius area, distracting enemies and granting advantage on attack rolls against creatures in the swarm until the start of the next round.
- Trigger a sudden collapse of tunnels, causing a 15-foot radius of the lair to become difficult terrain and dealing 10 (3d6) bludgeoning damage to creatures caught in the collapse.
- Release a burst of arcane interference, forcing all spellcasters within the lair to succeed on a DC 18 Wisdom saving throw or have their spellcasting disrupted for 1 round.

Regional Effects: The region around Voraxid’s lair is shrouded in perpetual twilight, with frequent insect swarms and arcane disruptions. These effects persist outside the lair and can influence local wildlife and spellcasting.

Habitat: Forest

WesleyShaffer

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