Alarm Pheromones. When the acrojack queen dies, every acrojack within 100 feet will know.
Hive Mind. The acrojack queen is immune to the charmed and frightened conditions while within 30 feet of at least one other acrojack.
Queen's Fury. While the acrojack queen is within the acrojack hive, all acrojacks within 30 feet of it have advantage on saving throws against spells and other magical effects, and their weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Spellcasting. The acrojack queen is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, lightning lure, mending, message
1st level (2 slots): burning hands, witch bolt
Spider Climb. The acrojack can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The acrojack queen can make two attacks: one with its claws and one with its bite.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 slashing damage.
Stinger. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. The target must make a DC 12 Constitution saving throw, taking 4 (2d12) lightning damage on a failed save, or half as much damage on a successful one.
Description
Acrojacks are ferocious little fiends, somewhat similar in size and appearance to sprites or pixies. However, anything remotely beautiful or feylike has been traded in for a nastier and more insectoid equivalent. Membranous wings buzz loudly to support a dense exoskeleton and a long scorpion-like stinger that twitches with electrical energy.
Acrojack swarms utilize this electricity in the building of their enormous hives, as well as the defending of their queen, using their tails like cattle prods. They will swarm assailants and torture them mercilessly until they sizzle on the ground dead.
Acrojacks love the heat, often building their disgusting hives in high-temperature areas such as deserts and volcanoes so that the blood of their prey that they use to build them in conjunction with their own secretions dries into an iron-hard barrier much faster. However, all acrojacks despise the cold with a passion.
Acrojacks are hive minds, and can convey basic information to one another without needing to speak. However, they do have their own language, though it sounds scratchy and barbaric, like teeth grating against iron.
Lair and Lair Actions
Acrojacks live in enormous hives, similar to termite mounds. The acrojack queen can only use these lair actions while within the hive itself. On initiative count 20 (losing initiative ties), the acrojack queen takes a lair action to cause one of the following effects:
- The acrojack queen calls for her remaining forces to exit the hive and enter the fray. 2d4 Swarms of Acrojacks exit the hive. The acrojack queen can only use this lair action once per encounter.
- The hive pulses with electrical energy. All creatures within 10 feet of the hive must make a Dexterity saving throw (DC 13), taking 26 (4d12) lightning damage on a failed save, or half as much damage on a successful one.
- More acrojacks pour from the hive and dive into the fray. One Swarm of Acrojacks within 30 feet of the hive is healed for 9 (2d8) hit points.
Acrojack Hives
Acrojack hives are considered Huge objects with an AC of 18 and 100 Hit Points. It is immune to fire, lightning, and poison damage, resistance to bludgeoning, piercing, and slashing damage, and vulnerability to cold damage. A creature that touches the hive or hits it with a melee attack while within 5 feet of it takes 6 (1d12) lightning damage.
Previous Versions
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7/6/2020 9:26:14 AM
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