Magic Resistance. The Insectoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Insectoloth's weapon attacks are magical.
Innate Spellcasting. The Insectoloth's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks) the Insectoloth can innately cast the following spells, requiring no material components:
At will: infestation*, poison spray, speak with animals (insects only), detect magic,
3/day each: animal messenger (insects only), feather fall, hold person (range 10 ft, Con. save),
1/day each: insect plauge, spirit guardians (Con. save, poison or piercing damage),
Multiattack: The Insectoloth makes two claw attacks.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8+2) piercing damage and the target must make a DC 13 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
Teleport. The Insectoloth teleports, along with anything it is wearing or carrying, to an unoccupied space within 30 ft of it that it can see.
Description
An Insectoloth has the body of a human male, with a long scorpion tail and dragonfly wings. Their heads are bald, and the only things on their face are their eyes. They usually have many insects crawling on their skin and flying around their head. They are among the lowest in the Yugoloth caste and get kicked around anywhere they go. Despite this, they always strive to be in a Yugoloth army.
*If you do not have access to The Xanathar's Guide to Everything, replace Infestation with Acid Splash.







Comments