Kruthik Hive Lord
Large beast- Challenge
- STR
- 4
- DEX
- 3
- CON
- 3
- INT
- 0
- WIS
- 2
- CHA
- 0
- Soak
- 2
- Fort
- +4
- Ref
- +4
- Will
- +2
Keen Smell. The kruthik hive lord has advantage on Perception checks that rely on smell.
Maneuvers. The kruthik hive lord uses maneuvers (maneuver save Difficulty 15). It has 9 stamina dice which are d8s, a dice limit of 2, 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, fountain of blood, lead the attack, pounce, rampage, spring attack, tear flesh
2 stamina dice: tear tendon
Pack Tactics. The kruthik hive lord has advantage on attacks made against a creature if at least one of the kruthik hive lord’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Tunneler. The kruthik hive lord can burrow through solid rock at half its burrowing speed and leaves a 1-meter diameter tunnel in its wake.
Actions (2)
Stab (2/turn). Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 9 (1d10 + 4) piercing damage.
Spike (2/turn). Ranged Weapon Attack: +5 to hit, range 5/20 m. Hit: 6 (1d6 + 3) piercing damage.
Acid Spray (Costs 2 actions; Recharge 5–6). The kruthik hive lord exhales acid in a 5-meter cone or line. Each creature in that area must make a Difficulty 14 Reflex saving throw. On a failure, a creature takes 36 (8d8) acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and a creature’s armor or natural armor is corroded 2 until the end of the kruthik hive lord’s next turn. On a success, a creature takes half the initial damage.
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 on a miss by 4 or less) if you have advantage on the attack, 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.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.
On a failure, a creature is frightened of you until the end of your next turn.
As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.
On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.
As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and target a creature of a larger size for each additional stamina die expended.
As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.
On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The damage type is the same as the weapon used.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The 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.