Star Spawn Larva Mage

Mordenkainen's Tome of Foes p. 235,

Size
Medium
Type
aberration
Alignment
chaotic evil
AC
16 (natural armor)
Hit Points
168 (16d8+96)
Speed
walk 30 ft.
Saving Throws
Dex +6, Wis +6, Cha +8
Skills
Perception +6
Resistances
cold; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
psychic
Condition Immunities
charmed, frightened, paralyzed, petrified, poisoned, restrained
Senses
darkvision 60 ft.
Passive Perception
16
Languages
Deep Speech
Challenge
16
Lineage
Star Spawn
Environment
mountain
STR
17
+3
DEX
12
+1
CON
23
+6
INT
18
+4
WIS
12
+1
CHA
16
+3

Traits

Return to Worms

When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.

Innate Spellcasting

The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: eldritch blast*, minor illusion
  • 1/day: circle of death
  • 3/day: dominate monster

*3 beams, +3 bonus to each damage roll

Actions

Slam

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.

Plague of Worms (Recharge 6)

Each creature other than a star spawn within 10 feet of the larva mage must make a DC 19 Dexterity saving throw. On a failure the target takes 22 (5d8) necrotic damage and is blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D6

Reactions

Feed on Weakness

When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.

Legendary Actions

Legendary Actions (3/Turn)

The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn.

recharge

3/TURN

Cantrip (Costs 2 Actions)

The larva mage casts one cantrip.

Slam (Costs 2 Actions)

The larva mage makes one slam attack.

Feed (Costs 3 Actions)

Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.

Spells

eldritch blast, minor illusion, circle of death, dominate monster

Other data

description

Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness.

Star Spawn Larva Mage: A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation, so what emerges is wholly alien.

Star Spawn: The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.

However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.

Heralds of Doom: The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.

The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.