Medium Monstrosity, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 110 (13d6 + 52)
Speed 15 ft., Climb 30 ft., Walk 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +6, CON +7, WIS +5
Skills Athletics +6, Perception +5, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Poisoned, Prone, Unconscious
Senses Darkvision 120 ft., Tremorsense 30 ft, Passive Perception 15
Languages Understands undersommon, but can not speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Never Sleeps. The Attick does not sleep and cannot be put to sleep by magic.

Star-Lit Hunter. Two magical stars follow the Attick, hovering above it. The stars shed bright light in a 10-foot radius and dim light for another 10 feet. The Attick can dim or brighten this light as a bonus action, but the stars cannot be fully extinguished while the Attick is alive.

Hard to Kill. If damage reduces the Attick to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage was dealt by a silvered weapon or a spell. On a success, the Attick drops to 1 hit point instead.

Silver Weakness. A silvered weapon ignores the Attick’s resistance to nonmagical weapon damage. If the Attick takes damage from a silvered weapon, it cannot use Hard to Kill until the end of its next turn.

Burrow Furnisher. The Attick ignores difficult terrain caused by furniture, clutter, rubble, cramped tunnels, curtains, rugs, and lair debris. While in its lair, it has advantage on Dexterity (Stealth) checks made among stolen furnishings.

Mean Little Monster. The Attick has advantage on attack rolls against a creature that has not damaged it since the end of the Attick’s last turn.

Actions

Multiattack

The Attick makes two Guard-Claw attacks and one Venomous Bite attack.

Guard-Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is Medium or smaller, it is grappled. Escape DC 14.

Until the grapple ends, the Attick cannot use its Guard-Claws against another target, and the grappled target has disadvantage on saving throws against the Attick’s Venomous Bite.

Venomous Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw.

On a failed save, the target takes 14 (4d6) poison damage and is poisoned until the end of its next turn. On a successful save, the target takes half as much poison damage and is not poisoned.

Melting Gaze. The Attick targets one creature it can see within 30 feet that can see the Attick’s eyes. The target must make a DC 15 Constitution saving throw.

On a failed save, the target takes 27 (6d8) acid damage, and its speed is reduced by 10 feet until the end of its next turn as its body begins to soften, blister, and melt.

On a successful save, the target takes half as much damage and suffers no speed reduction.

If a creature is poisoned by the Attick’s Venomous Bite, it has disadvantage on this saving throw.

If this damage reduces a creature to 0 hit points, the creature’s body partially liquefies into a melted ruin.

Recharge 5–6.

Star-Flare. The Attick’s following stars flash with cruel yellow light. Each creature of the Attick’s choice within 15 feet that can see the stars must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.

Recharge 6.

Reactions

Face-Guarding Claws. When the Attick is targeted by a ranged attack from a creature it can see, it raises its red guard-claws defensively, gaining +2 AC against that attack.

Spiteful Skitter. When a creature misses the Attick with a melee attack, the Attick can move up to half its speed without provoking opportunity attacks from that creature.

Description

An Attick is a sleepless burrowing predator that lives in underground holes furnished with stolen tables, chairs, rugs, cushions, and beds. It has a large oval body covered in black fur, with red spines running along its back. It walks on six arachnid legs, each ending in soft pads covered with dozens of nimble toes that help it grasp, climb, and move through the winding passages of its tunnel palace.

Its face bears six large yellow eyes and a mouth full of spider-like fangs that drip with venom. Resting close to its body, on either side of its face, are two large red guard-claws. These claws are lined with hard, sharp spines and are used to seize prey, drag victims away, and haul stolen furnishings deeper into its lair.

Two small stars follow an Attick wherever it goes, lighting its tunnels as it hunts. But its many yellow eyes are its deadliest feature: any creature that locks eyes with an Attick begins to soften, blister, and melt.

 

Lair and Lair Actions

An Attick lair is a twisting labyrinth of muddy tunnels, sloping burrows, and cramped crawlspaces. These tunnels often open into houses, stores, palaces, castles, cellars, and other buildings, allowing the Atticks to emerge at night and drag away whatever catches their interest.

An Attick’s burrow is not just a hole. It is a stolen house beneath the earth.

Its tunnels may contain chairs sunk into mud, torn curtains used as nest lining, broken mirrors hung crookedly on dirt walls, stolen lamps, half-buried tables, cabinets wedged into side passages, and bedframes jammed into crawlspaces. Rugs are spread across wet stone. Portraits are nailed to roots. Fine cushions are piled in filthy corners. The result is a grotesque imitation of a home, palace, or manor, assembled from whatever the Atticks have stolen from the world above.

Atticks live in colonies ruled by a single Queen Mother, whom they serve with absolute devotion. The best furniture, curtains, paintings, trinkets, treasures, and food are brought to the Queen’s central chamber. There, she sits on a throne of stolen furnishings and directs the arrangement of her twisted underground palace.

The Queen’s chamber is usually the most dangerous part of the lair. It may contain grand chairs, royal banners, silverware, broken mirrors, stolen chandeliers, and the remains of those who were brought below and never returned.

Lair Behavior

An Attick usually attacks the moment it sees an intruder. It prefers to seize prey with its red guard-claws, bite to weaken the target with venom, then force eye contact with its Melting Gaze. If badly wounded, it retreats through cluttered tunnels, crawlspaces, and furniture-choked passages where larger creatures have trouble following.

Atticks are not mindless animals. They hide behind furniture, attack from side tunnels, drag victims into narrow passages, and use stolen rugs, curtains, and debris to conceal holes, pits, and ambush points. In a colony, lesser Atticks attempt to drive intruders toward the Queen’s chamber.

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2026 7:19:59 PM
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Coming Soon
5/15/2026 7:31:51 PM
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Coming Soon

Monster Tags: monstrosityambusher

Habitat: Underdark

TroyTrulock

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