Tiny Monstrosity (Inevitable), Chaotic Evil
AC 17 Hardened Carapace    Initiative −3 (7)
HP 2 (1d4)
Speed 10 ft., Climb 10 ft., Burrow 5 ft.
Mod Save
STR 4 −3 −3
DEX 4 −3 −3
CON 5 −3 −3
Mod Save
INT 2 −4 −4
WIS 2 −4 −4
CHA 2 −4 −4
Senses Passive Perception 8
Languages None
CR 0 (XP 10; PB +2)
Traits

Hardened Carapace. The Adant has a strong natural armor, granting an Armor Class of 17 when unarmored.

Swarm. When an Adant is within 5ft of another Adant, it gains advantage on melee attack rolls.

Infestation. When an Adant is within 5ft of at least 5 other Adants, it gain +5ft movement speed.

Adaptable Ant!. If an Adant kills a creature, it gains the following benefits:

  • The Adant heals and gains an increase in maximum health equal to the hit die of the creature it killed
  • If the creature it killed is at least one size larger than the Adant, after 1 minute, the Adant grows one size larger.
  • The Adant gains an +1 to the same ability score as the creature's highest Ability Score, at random if tied.
  • The Adant becomes proficient in one random weapon or armor it isn't already proficient in that the killed creature was.

Spellcasting. When the Adant reaches an Intelligence Score of 10 or higher, it gains access to Spellcasting. The Adant is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 8 + Int Mod, +Int Mod to hit with spell attacks). The Adant can only cast spells that it has been the target of, and has the following Spell Slots:
1st level: 4 Slots
2nd Level: 2 Slots

Evolution!. When the Adant reaches a Dexterity, Constitution, and Strength Score each of 10 or higher, it gains access to Evolution. Upon reaching the requirements for Evolution and taking a Long Rest, the Adant becomes similar in appearance and traits to the creature type it has killed the most of. This grants the following benefits, based off the adopted creature type.

  • Aberration: Hover Speed of 25ft, Blue soft skin (Loss of Hardened Carapace), Advanced Telepathy 120 ft.
  • Beast: Walk Speed of 40ft, Fur (Loss of Hardened Carapace), Access to Claws.
  • Celestials: Bipedal, Hands (Can use Weapons), Can Speak languages of killed creatures (if Int and Wis above 4),  Truesight 120ft, Immune to Radiant, Fly Speed 30ft.
  • Constructs: Bipedal, Hands (Can use Weapons), Steel Carapace (20 Natural Armor Class) (Loss of Hardened Carapace)
  • Dragons: Fly Speed 60ft, Resist Fire, Frightening Presence.
  • Elementals: Elemental Resist, Non-solid skin (Loss of Hardened Carapace)
  • Fey: Can Speak languages of killed creatures (if Int and Wis above 4), Change size at will, but can be no larger than Large. Fragile (Loss of Hardened Carapace)
  • Fiend: Bipedal, Hands (Can use Weapons), Can Speak languages of killed creatures (if Int and Wis above 4),  Darkvision 60ft, Immune to Fire, Fly Speed 30ft.
  • Giants: Bipedal, Hands (Can use Weapons), Can Speak languages of killed creatures (if Int and Wis above 4), Size becomes Giant if not already, and cannot be lower. Immune to Cold, Walk Speed 45ft. Strength +3.
  • Humanoids: Bipedal, Hands (Can use Weapons), Can Speak languages of killed creatures (if Int and Wis above 4).
  • Monstrosities: Resist All.
    • Undead: Infectious:
      • Can spread to other Adant Variants, giving them Infectious.
      • Loss of Hardened Carapace.
      • Undead Fortitude (When HP < 0, Con Save DC 10 or Half damage taken, to go to 1 HP instead).
      • Cannot Speak or Understand languages
      • Int and Wis become 3, and cannot increase.
      • Con +1.
Actions

Evolved Multi-Attack. When the Adant's Dexterity is 13 or greater, it can make two Melee Attacks per Action. If it i instead 17 or above, it can make three, and if it is above 20, it can make four.

Bite. Melee Weapon Attack: +Str Mod to hit, reach 5 ft., 1 target. Hit: 1d4 + Str Piercing damage.

Claw (if Beast Evolution). Melee Weapon Attack: +2+Str to hit, reach 5 ft., 1 target. Hit: 1d6 + 2+Str Slashing damage.

Legendary Actions

Once the Adant's Constitution becomes greater than 17, it gains access to the following Legendary Action, which can only be taken at the end of a round of Initiative.

Gene Split. The Adant attempts to clone itself by instinct. Roll a Constitution Saving Throw, DC 20. On a failed save, the Adant's Constitution drops to 12. On a successful save, the following happens:

  • The Adant's Constitution becomes 12.
  • The Adant lays an egg on the ground, which has HP equal to the Adant's Strength+12, and will hatch in 1 round if not destroyed, becoming a copy of the Adant that laid it.

Description

A magically modified Ant species that evolves and adapt based on what it encounters and kills.

Monster Tags: Abominations

Habitat: Underdark

thejollygiantforge

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