Core Spawn Crawler

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

Tamaño
Pequeño
Tipo
aberration
Alineamiento
caótico malvado
CA
12
Puntos de golpe
21 (6d6)
Velocidad
walk 30 ft.
Habilidades
Perception +5
Inmunidades
psychic
Inmunidad a estados
blinded
Sentidos
blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft.
Percepción pasiva
15
Idiomas
understands Deep Speech but can't speak
Desafío
1
Linaje
Core Spawn
FUE
7
−2
DES
14
+2
CON
10
+0
INT
9
−1
SAB
12
+1
CAR
6
−2

Rasgos

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.

Acciones

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.

Otros datos

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.