Small Humanoid, Chaotic Evil
Armor Class 12 Natural Armor
Hit Points 20 (4d8)
Speed 25 ft.
STR
6 (-2)
DEX
8 (-1)
CON
10 (+0)
INT
10 (+0)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws CON +2, WIS +6
Skills Perception +6, Survival +6
Damage Immunities Necrotic, Poison
Senses Darkvision, Passive Perception 14
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Siphon Life:  When the Weekling successfully hits and does necrotic damage to a creature the creature must make a DC 14 Constitution save. On a failed save the creature takes 1d4 Constitution damage.  A creature will lose 1 hit point per a level for every 2 points of Constitution lost per level. There max hit point will also reduce by the same amount. If a creature hit points go to 0 they will fall unconscious. The hit points can be restored by killing the Weekling or by lesser restoration. The Weekling Constitution modifier is increased by that amount. When the Weekling Constitution is increased by 2 it will gain 4 hit points and its maximum heal will go up by 4 hit points. 

Implant Eggs: When the Weekling succeeds on a bite attack the bit creature must make a DC 10 Strength Check. On a failed save the Weekling will implant 1d4 eggs under the creatures skin. These eggs will hatch in 90 minutes and will burst from the skin doing 1d6 damage per egg. These eggs can be cracked by doing 1d4 damage to them, a DC 18 medicine check or using the greater or lesser restoration spell. The new born Weekling will be able mature at a rate of 12 years per day. They will be able to  attack with in  4 hours of birth and be able to implant more eggs with in 24 hours of being born. 

Senses Life:  Weekling has advantage on perception checks to find hiding or invisible creatures. 

Innate Spellcasting: The Weekling spellcasting ability is wisdom (spell save DC 14 +6 to hit with spell attacks). The Weekling can cast the following spells without material components. 

 (at will): Chill Touch
3/per day: Vampiric Touch 

Actions

Bite. 

Action Melee Attack. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: 4 (1d6+ 1) piercing damage. 

 

Description

The Weekling live short lives. They live about 7 days and age about 12 years a day. They often live amount rats and bug and other creatures who’s life was easy to consume and siphon life from. But this buys them seconds or minutes of extra life. They speak no language they have no culture they can never slow down. With n hours of birth they start to hunt to survive and with in a day they will start to reproduce. 

Lair and Lair Actions

 



 

swpeloquin

Comments

Posts Quoted:
Reply
Clear All Quotes