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GREAT OLD ONE FAMILIARS

RAT-THING

POLYPOUS SPAWN
Alien entities, polypous spawn resemble nothing so much as
foot-long cones of seething, undulating flesh possessing
monstrous plasticity. Wavering tendrils unfurl from the
eyeless things, permitting them to manipulate things, and
when they walk, several five-toed feet extrude from their
bases. Due to their extra-dimensional origins, they can fade
in and out of visibility at will.
Though lacking in wings, they can fly and exhibit some
control of the air surrounding them, sheathing themselves in
swirling gusts to deflect attacks and lashing out at nearby
foes with these same blasts of air.
Blind and telepathic, their alien minds and actions are often
incomprehensible though their intellect and esoteric
knowledge are undeniable.
POLYPOUS SPAWN
Tiny aberration, chaotic neutral
Armor Class 13 (swirling gusts)
Hit Points 10 (3d4 + 3)
Speed 10 ft., fly 50 ft.
STR
DEX
CON
INT
6 (-2)

13 (+1)

13 (+1)

12 (+1)

WIS

CHA

12 (+1)

10 (+0)

Skills Arcana +3, Perception +3, Stealth +3


Damage Resistances cold, psychic, thunder; bludgeoning,
piercing, and slashing from non-magical weapons that arent
silvered
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 13
Languages telepathy 120 ft.
Challenge 1 (200 XP)
Invisibility. The polypous spawn magically turns invisible
until it attacks, or until its concentration ends (as if
concentrating on a spell). Any equipment the spawn wears
or carries is invisible with it.
Magic Resistance. The polypous spawn has advantage on
any saving throws against spells and other magical effects.
Mind Shield. The polypous spawns thoughts are so alien
they cannot be read by telepathy.
ACTIONS
Wind Blast. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target, Hit: 3 (1d4 + 1) bludgeoning damage. If the target is
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.

Foul, evil creatures, rat-things resemble large rats with


hideous human-like faces and gnarled, hand-like paws.
They eagerly aid their masters in the study of occult and
blasphemous secrets and lore and are commensurate spies,
skittering through the shadows and up walls to observe with
glinting, intelligent eyes, understanding all that they hear
and see.
To deal with outsiders, they often employ other rats and
even swarms of the same, bending them to their wicked
wills.
They subsist on a single drop of blood drawn from their
master each day and chitter secrets and insanities into the
ears of their sleeping masters.
RAT-THING
Tiny aberration, neutral evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., climb 20 ft.
STR
DEX
CON
6 (-2)

17 (+3)

13 (+1)

INT

WIS

CHA

12 (+1)

12 (+1)

10 (+0)

Skills Arcana +3, Perception +3, Stealth +5


Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13
Languages all
Challenge 1/4 (50 XP)
Keen Smell. The rat-thing has advantage on Wisdom
(Perception) checks that rely on smell.
Magic Resistance. The rat-thing has advantage on any
saving throws against spells and other magical effects.
Rat Telepathy. The rat-thing can magically command any
rats, rat swarms, or giant rats within 60 feet of it, using
limited telepathy
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target,
Hit: 5 (1d4 + 3) piercing damage.
VARIANT: POLYPOUS SPAWN & RAT-THING FAMILIARS
Polypous spawn and rat-things can serve another creature as
a familiar, forming a magic, telepathic bond with that
willing companion. While the two are bonded, the
companion can sense what the spawn or rat-thing senses as
long as they are within 1 mile of each other. While the
spawn or rat-thing is within 10 feet of its companion, the
companion shares the familiars Magic Resistance trait. At
any time and for any reason, the spawn or rat-thing can end
its service as a familiar, ending the telepathic bond.

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