Kryx RPGThemesCreatures
Chitine

Chitine

Small monstrosity
Challenge
½

STR
0
DEX
2
CON
1
INT
0
WIS
0
CHA
−2

18
4d6+4
16
Fort
+2
Ref
+2
Will
+0
Defense note hide

Speed 5 m., climb 5 m.
Skills Athletics +2 (13), Brawn +2 (13), Deception +0 (11), Insight +0 (11), Perception +0 (11), Stealth +4 (15)
Senses darkvision 10 m.
Languages Undercommon

Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep.

Maneuvers. The chitine uses maneuvers (maneuver save DC 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blind, bloodletting blade, cripple, disorient, distract, fan of knives, feint, lead the attack, sand in the eyes, spring attack

Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.

Web Walker. The chitine ignores movement restrictions caused by webbing.

Actions (3)

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Underdarkvgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage in an attempt to administer a dozen precise cuts, causing the creature to bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to cripple it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can make a weapon attack in an attempt to distract the creature, giving your allies an opening. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or the next attack roll against it by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the creature by an attacker other than you to have advantage.

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As an action, you can make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or you have advantage on your next melee weapon attack roll against that creature before the end of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to have advantage on all attack rolls against the creature if the attack is made before the start of your next turn.

As an action, you can make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage.

As an action, you can make a weapon attack and throw sand into the eyes of a creature that you can touch or see within 2 meters. You must have sand in your hand to throw. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.