Core Spawn Crawler

Explorer's Guide to Wildemount p. 286 (Third Party)

Size
Small
Type
aberration
Alignment
chaotic evil
AC
12
Hit Points
21 (6d6)
Speed
walk 30 ft.
Skills
Perception +5
Immunities
psychic
Condition Immunities
blinded
Senses
blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft.
Passive Perception
15
Languages
understands Deep Speech but can't speak
Challenge
1
Lineage
Core Spawn
STR
7
−2
DEX
14
+2
CON
10
+0
INT
9
−1
WIS
12
+1
CHA
6
−2

Traits

Pack Tactics

The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack

The crawler makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler's next turn.

Claws

Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Tail

Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Other data

description

The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth.

Offspring of Calamity: The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.