Kassoon

This is homebrew, submitted by a member of the community.

Micro Terror

Micro Terror

Small swarm of Tiny Monstrosities (Tarrasquespawn), EvilSmall swarm of Tiny Monstrosities (Tarrasquespawn), Evil
Armor Class 1313
[~<13]
+/-/*
Hit Points 22 (4d10)22 ([4d10])
[~1-6]
Speed 20 ft., fly 20 ft., climb 20 ft.20 ft., fly 20 ft., climb 20 ft.

STR
4 (-3)
DEX
14 (+2)
CON
10 (+0)
INT
4 (-3)
WIS
8 (-1)
CHA
2 (-4)

Token URL:
Saving Throws - -
Skills Stealth +4 Stealth +4
Damage Vulnerabilities
Damage Resistances Bludgeoning, Piercing, Slashing, Fire
Damage Immunities -
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned, Poison Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned, Poison
Senses Blindsight 15 ft., Passive Perception 10Blindsight 15 ft., Passive Perception 10
Languages TarraptorTarraptor
PB +2
Challenge 1 (200 XP)

[+instructions]

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Magic Resistance. Micro Terrors have advantage on saving throws against spells and other magical effects.

Parasitic Mageslayer. The Micro Terror's sting carries an insidious venom, as well as quite a few eggs. Those hit by their sting attack must make a DC 12 constitution save or be inflicted with Mageslayer Venom. Those under the effects cannot speak, have disadvantage on constitution saves made to maintain concentration, and suffer 1d4 poison damage, as well as the poisoned condition for 1 minute. Upon rolling a natural 1 on this save, roll a second d20. In the event that this rolls below a 6, the target is paralyzed for 30 seconds. At the end of the creature's turn, they may re-roll this save, ending the effects on a success, unless the creature is suffering from paralysis due to the venom. While paralyzed, the target may instead roll a DC 14 constitution save at the end of their turn to end the paralysis. Creatures who die while under the effects of Mageslayer inflicted by a Micro Terror who are size small or larger are eaten from the inside out over the course of (1d100+X) minutes (X being the creature's size category times 3, 1 for small, 3 for medium, 5 for large, 10 for huge, 50 for gargantuan), after which a number of Micro Terrors emerge from the now fleshless corpse, dependent on the size of the creature. 1/2(1d2+X) swarms of Micro Terrors emerge surrounding the space of the dead creature.

Pheromone Marking. After being struck by or striking Micro Terrors, a creature must be cleansed by the Prestidigitation spell or similar, or be affected by pheromones for 1d4 days, during which any Micro Terrors within 300 feet are made aware of their presence and location.


Nightmarish Humming. Creatures either within 5 feet of 3 or more swarms of Micro Terrors, as well as those within a swarm for longer than 2 turns must make a DC 12 wisdom save at the start of each of their turns or suffer from the effects of fear. This fear persists until the creature can no longer see or hear a Micro Terror for one full turn.

[b][i]Swarm.[/i][/b] The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

[b][i]Magic Resistance.[/i][/b] Micro Terrors have advantage on saving throws against spells and other magical effects.

[b][i]Parasitic Mageslayer.[/i][/b] The Micro Terror's sting carries an insidious venom, as well as quite a few eggs. Those hit by their sting attack must make a DC 12 constitution save or be inflicted with Mageslayer Venom. Those under the effects cannot speak, have disadvantage on constitution saves made to maintain concentration, and suffer [1d4] poison damage, as well as the poisoned condition for 1 minute. Upon rolling a natural 1 on this save, roll a second [d20]. In the event that this rolls below a 6, the target is paralyzed for 30 seconds. At the end of the creature's turn, they may re-roll this save, ending the effects on a success, unless the creature is suffering from paralysis due to the venom. While paralyzed, the target may instead roll a DC 14 constitution save at the end of their turn to end the paralysis. Creatures who die while under the effects of Mageslayer inflicted by a Micro Terror who are size small or larger are eaten from the inside out over the course of ([1d100]+X) minutes (X being the creature's size category times 3, 1 for small, 3 for medium, 5 for large, 10 for huge, 50 for gargantuan), after which a number of Micro Terrors emerge from the now fleshless corpse, dependent on the size of the creature. 1/2([1d2]+X) swarms of Micro Terrors emerge surrounding the space of the dead creature.

[b][i]Pheromone Marking.[/i][/b] After being struck by or striking Micro Terrors, a creature must be cleansed by the [spell]Prestidigitation[/spell] spell or similar, or be affected by pheromones for [1d4] days, during which any Micro Terrors within 300 feet are made aware of their presence and location.


[b][i]Nightmarish Humming.[/i][/b] Creatures either within 5 feet of 3 or more swarms of Micro Terrors, as well as those within a swarm for longer than 2 turns must make a DC 12 wisdom save at the start of each of their turns or suffer from the effects of fear. This fear persists until the creature can no longer see or hear a Micro Terror for one full turn.

Actions

[~Hit +2, DC <13, DPR 0-1]

Sting (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: (8d2) piercing damage.

Sting (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4+1) piercing damage.

[b][i]Sting (swarm has more than half HP).[/b][/i] Melee Weapon Attack: [+4] to hit, reach 0 ft., one target in the swarm's space. Hit: ([8d2]) piercing damage.

[b][i]Sting (swarm has half HP or less).[/b][/i] Melee Weapon Attack: [+4] to hit, reach 0 ft., one target in the swarm's space. Hit: ([2d4+1]) piercing damage.

Legendary Actions

 

Details

While most tarrasquespawn are simply creatures following instincts, the Micro terror inherited something far worse than direct destructive power from its distant progenitor. Despite being individually weak, these "insects" are just as much a natural disaster, if not more of one, than the Tarrasque. They are capable of communication, replicate en masse through the victims they leave behind, and also have almost every drop of malice that the origin of their species once did. If even one micro terror is found, the continent in question is completely locked down and purged of every last trace, before they have a chance at reaching critical mass and crossing the vast oceans. While most tarrasquespawn are simply creatures following instincts, the Micro terror inherited something far worse than direct destructive power from its distant progenitor. Despite being individually weak, these "insects" are just as much a natural disaster, if not more of one, than the Tarrasque. They are capable of communication, replicate en masse through the victims they leave behind, and also have almost every drop of malice that the origin of their species once did. If even one micro terror is found, the continent in question is completely locked down and purged of every last trace, before they have a chance at reaching critical mass and crossing the vast oceans.
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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