Small Monstrosity, Chaotic Evil
AC 14    Initiative +2 (12)
HP 22 (4d6 + 8)
Speed 30 ft., Climb 30 ft., Fly 30 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 3 −4 −4
WIS 7 −2 −2
CHA 4 −3 −3
Senses Darkvision 60 ft.; Passive Perception 8
Languages None
CR 2 (XP 450; PB +2)
Traits

Arcanavore. When the void locust consumes a spell, it gains 11 (2d10) maximum health per level of the spell. Every time the the void locust doubles in health, it also increases one size category. In addition, the locust also gains the benefit of a random spell with range of self, with the same school and level less than or equal to the level of the spell consumed. The void locust also permanently gains the effects of the associated school of magic from the table in the description. 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage. 

Bonus Actions

Leap. The locust jumps to a point within it's movement range without provoking opportunity attacks. If the point is within 5ft of a creature, the locust has advantage on the next bite attack it makes against that creature until the start of it's next turn. 

Reactions

Spell Void. When a creature within 60ft of the void locust attempts to cast a spell, the void locust forces them to make a DC (20 minus the level of the spell) spellcasting check, or the spell is consumed. The void locust then gains the benefits from it's Arcanavore trait depending on the school and level of the spell consumed. 

Description

A plague on magical society and mages everywhere, a single unchecked void locust can feed on enough magic to rapidly reproduce and form a cataclysmic swarm. Very little is known about this invasive species, as they have very short life spans without a constant source of magic. What is known is that they devour magic, rapidly mutate in the presence of the weave, and reproduce exponentially. KEEP AWAY FROM MAGIC AT ALL COSTS. 

Abjuration

Magic Resistance. The void locust has advantage on saving throws against spells and other magical effects.

Conjuration

The void locust summons 2 (1d4) void locusts to unoccupied spaces adjacent to it. 

Divination

The void locust gains 30 feet of Truesight. 

Enchantment

Mindplague. Whenever a creature deals damage to the void locust, that creature is forced to make a saving throw. Once a creature is forced to make the save, they are immune to the effects of this trait until the start of their next turn. Wisdom Saving Throw: DC 10 + the level of spell consumed. Failure: The creature is afflicted with a random indefinite madness. 

Evocation

Death Burst. The void locust explodes when it dies. Dexterity Saving Throw: DC 10 + level of spell consumed, each creature in a 5-foot Emanation originating from the mephit. Failure: The creature takes 3 (1d6) Acid, Cold, Fire, Lightning, Poison, or Thunder damage (as determined by DM) per level of the consumed spell on a failed save, or half as much damage on a successful one.

Illusion

Invisibility. The void locust has the Invisible condition.

Necromancy

Undead Fortitude. If damage reduces the void locust to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the void locust drops to 1 Hit Point instead.

Transmutation

Regeneration. At the beginning of the void locusts turn, it regains 1d6 hit points per level of the consumed spell. If the void locust takes Necrotic damage, this trait doesn’t function until the end of its next turn. The void locust dies only if it starts its turn with 0 hit points and this trait is inactive. 

Boneclad

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