Large swarm of Small monstrosities, Unaligned
Armor Class 14 (natural armor)
Hit Points 45 (7d10 + 7)
Speed 40 ft., climb 20 ft.
STR
16 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
4 (-3)
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 11
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small kikimore. The swarm can't regain hit points or gain temporary hit points.

Virulent Venom. If the kikimore deals poison damage to a creature, the target's hit point maximum is reduced by an amount equal to the poison damage taken. If this effect reduces the target hit point maximum to 0, it has disadvantage on death saving throws. The reduction lasts until the target finishes a short or long rest, unless the target is poisoned.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (3d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Description

Kikimore

Kikimore workers rarely appear near human settlements, and even then, they only attack when threatened. Is there anything more beautiful than a kikimore — a symbol of hard work, resourcefulness and caution?” — Master Dorregaray in “The Wonderful World of Insectoids"

Insectoid Colony. Kikimores are insectoid monsters that live underground. They usually prefer cooler and dry environment, keeping their distance from warm and damp places, but some subspecies dwell in swamps as well. The kikimores are organized not unlike a termite colony. The queen lays eggs from which soldiers and workers then hatch. Soldiers defend the colony from enemies, while workers build structures and supply food. This division of roles is reflected in their behavior: workers turn aggressive only when attacked or when aggression is artificially induced in them, while soldiers fight any enemy they spot.

Role and Purpose. Life in a kikimore colony is centered around a great, unceasingly procreating female. The landscape around the queen's nest looks like a desert, littered with the remains of unfortunate creatures which unwisely lingered in the area. Not even birdsong can be heard. The beasts' physical appearance underlines their different places in the hierarchy. Workers are smaller, while kikimore soldiers are more massive and protected by thick, chitinous armor. Their horned heads and torsos, as well as the sharp thorns on their legs, clearly identify them as dangerous creatures.

High Proliferation. If left unchecked, kikimore nest can quickly get out of hand. The proliferation rate of the creatures is astonishingly high, as a queen can lay up to two dozen eggs per day, giving birth to a fully grown kikimore in a week or so. Kikimore eggs are thankfully easy to destroy with fire, as they are covered of a bioprotective gel which is extremely flammable. Kikimores are also immune to poison, which make common ways to get rid of vermin inefficient against them. Kikimore nest destruction jobs are a valuable source of income for adventurers, as the destructive and territorial nature of the swarm makes it easy to convince townsfolks to gather a reward to get rid of the nest.

The Threat Below. A few kikimores in town is a nuisance at worst, but left unchecked they may be the downfall of a city. Signs of a kikimore infestation are subtle at start, pets and vermin will start to disappear, a few sightings of strange spider-like creatures might be reported. The work of a kikimore swarm can prove very destructive for a community, as the swarm settles under the town, their countless mandibles will start to chew through rock and earth as they burrow and build tunnels, weakening buildings and eventually collapsing them.

Optional: Kikimore's Venom

The venom emitted by kikimore warrior is one of the most tenacious toxin known to man. Its effects are instantaneous and lasting, liquefying organs and inflicting serious internal injuries after mere seconds:

  • Kikimore Venom (Injury). This poison must be harvested from a dead or incapacitated kikimore warrior. A creature subjected to this poison must make on a DC 14 Constitution saving throw. On a failed save, it takes 13 (2d12) poison damage and is poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 13 (2d12) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. The poison lasts until it is cured by a lesser restoration spell or similar magic.
  • Kikimore venom costs 450 gp per dose.

 

Habitat: HillUnderdark

EleKTriiK

Comments

Posts Quoted:
Reply
Clear All Quotes