Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Core Spawn Crawler)
Actions/Abilities/Traits: D&D 5e (Core Spawn Crawler)
Attributes
Strength: 7
Dexterity: 14
Constitution: 10
Intelligence: 9
Wisdon: 12
Charisma: 6
Skills
perception: +5
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one creature. (1d4 + 2) piercing damage and the target must succeed on a 11 Wisdom saving throw or become frightened until the start of the crawler's next turn.
Offense
Claws
Circumstance: Melee
4 to hit, reach 15 ft., one target. (1d4 + 2) slashing damage.
Offense
Tail
Circumstance: Melee
4 to hit, reach 15 ft., one target. (1d6 + 2) piercing damage.
Action
Multiattack
The crawler makes four attacks: one with its bite, two with its claws, and one with its tail.
Trait
Pack Tactics
The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't incapacitated.
Trait
Passive Perception
15
Immunities
Damage Immunities
psychic
Immunities
Condition Immunities
blinded
Senses
blindsight 30 ft. (blind beyond this radius)
tremorsense 60 ft.
Languages
understands Deep Speech but can't speak
The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth.
The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.
Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.
Offspring of Calamity
The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.
5e Tools
Actions/Abilities/Traits: D&D 5e (Core Spawn Crawler)
Actions/Abilities/Traits: D&D 5e (Core Spawn Emissary)
Actions/Abilities/Traits: D&D 5e (Core Spawn Emissary)
Attributes
Strength: 17
Dexterity: 15
Constitution: 18
Intelligence: 8
Wisdon: 13
Charisma: 8
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Wisdom: +4
Constitution: +2
Skills
perception: +4
Offense
Talons
Circumstance: Melee
6 to hit, reach 5 ft., one creature. (2d10 + 3) slashing damage.
Action
Multiattack
The emissary makes three talons attacks.
Action
Alluring Thrum {@recharge 5}
The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a 14 Constitution saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action
Crystal Spores {@recharge}
A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Trait
Magic Resistance
The emissary has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
14
Immunities
Damage Immunities
psychic
Immunities
Condition Immunities
blinded
Senses
blindsight 30 ft.
tremorsense 60 ft.
Languages
telepathy 120 ft.
understands Deep Speech but can't speak
These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary's arrival.
The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled.
The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.
Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.
The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.
5e Tools
Actions/Abilities/Traits: D&D 5e (Core Spawn Emissary)
Actions/Abilities/Traits: D&D 5e (Core Spawn Seer)
Actions/Abilities/Traits: D&D 5e (Core Spawn Seer)
Attributes
Strength: 14
Dexterity: 12
Constitution: 18
Intelligence: 22
Wisdon: 19
Charisma: 16
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Intelligence: +11
Wisdom: +9
Constitution: +8
Skills
perception: +9
Offense
Fission Staff
Circumstance: Melee
8 to hit, reach 5 ft., one creature. (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.
Action
Multiattack
The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.
Action
Psychedelic Orb
The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: (1-2) blinded, (3-4) frightened, or (5-6) stunned.
Reaction
Fuse Damage
When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.
Trait
Earth Glide
The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through.
Trait
Magic Resistance
The seer has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
19
Immunities
Damage Immunities
psychic
Immunities
Condition Immunities
charmed
frightened
Senses
blindsight 60 ft.
tremorsense 60 ft.
Languages
Common
Deep Speech
telepathy 120 ft.
Undercommon
Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes.
The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.
Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.
The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.
5e Tools
Actions/Abilities/Traits: D&D 5e (Core Spawn Seer)
Actions/Abilities/Traits: D&D 5e (Core Spawn Worm)
Actions/Abilities/Traits: D&D 5e (Core Spawn Worm)
Attributes
Strength: 26
Dexterity: 5
Constitution: 20
Intelligence: 6
Wisdon: 8
Charisma: 4
Saving Throws
Saving Throw Bonuses
Consitution: +10
Wisdom: +4
Skills
perception: +4
Offense
Barbed Tentacles
Circumstance: Melee
13 to hit, reach 10 ft., one creature. (5d6 + 8) piercing damage, and the target is grappled (escape 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time.
Offense
Bite
13 to hit, reach 10 ft., one target. (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has Cover||3||total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm's turns.
the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Action
Multiattack
The worm makes two attacks: one with its barbed tentacles and one with its bite.
Trait
Illumination
The worm sheds dim light in a 20-foot radius.
Trait
Radiant Mirror
If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well.
Trait
Tunneler
The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Trait
Passive Perception
14
Immunities
Damage Immunities
fire
psychic
Immunities
Condition Immunities
charmed
frightened
Vulnerabilities
cold
Senses
blindsight 30 ft.
tremorsense 60 ft.
Languages
understands Deep Speech but can't speak
This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm's cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock.
The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.
Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.
The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.
5e Tools
Actions/Abilities/Traits: D&D 5e (Core Spawn Worm)