Kryx RPGThemesCreatures
Kruthik Hive Lord

Kruthik Hive Lord

Large monstrosity
Challenge
5

STR
4
DEX
3
CON
3
INT
0
WIS
2
CHA
0

102
12d10+36
22
Soak
2
Fort
+4
Ref
+4
Will
+2
Defense note natural armor

Speed 8 m., burrow 4 m., climb 8 m.
Skills Insight +2 (13), Perception +2 (13)
Senses darkvision 10 m., tremorsense 10 m.
Languages Kruthik

Keen Smell. The kruthik has advantage on Perception checks that rely on smell.

Maneuvers. The kruthik hive lord uses maneuvers (maneuver save Difficulty 15). It has 14 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 has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 1 meter of the creature and the ally isn’t incapacitated.

Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2-meter diameter tunnel in its wake.

Actions (2)

Stab (2/turn). Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 9 (1d10 + 4) piercing damage.

Spike (2/turn). Ranged Weapon Attack: +6 to hit, range 5/20 m. Hit: 6 (1d6 + 3) piercing damage.

Acid Spray (Recharge 5–6). The kruthik sprays acid in a 5-meter cone or line. Each creature in that area must make a Difficulty 14 Reflex saving throw. On a failed save, a creature takes 33 (6d10) acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Desert, Mountain, Underdarkmtof

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 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 failed save, a creature is frightened of you until the end 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 melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

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 make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die (or half if you miss by 4 or less), but no additional effects from hitting apply.

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 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.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that 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 with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one 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 and while affected it loses health equal to one of the stamina dice for every meter it travels.

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

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

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.