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RIFTLING
Small aberration, unaligned
Skills Athletics +2
Senses passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage and the riftling attaches to the
target. While attached, the riftling moves with the target, and
the target’s speed is reduced by 5 feet.
The riftling can detach itself by spending 5 feet of its
movement. In addition, a creature that uses its action and
succeeds on a DC 12 Strength (Athletics) or Dexterity
(Acrobatics) check can detach 1d4 riftlings from itself or a
willing creature within 5 feet.
Armor Class 13
Hit Points 58 (9d10 + 9)
Speed 35 ft.
Actions
Multiattack. The harvester makes two attacks: one with its
impale and one with its bite.
Impale. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage, and the target is grappled
(escape DC 13). Until this grapple ends, the harvester has
advantage on bite attacks against the target.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Here’s a harvester (Image credit: Square-Enix’s Final Fantasy XI) Hit: 10 (2d6 + 3) slashing damage.
Eye Beam (Recharge 5-6). One creature the harvester can see
within 120 feet of it must make a DC 12 Dexterity saving throw,
taking 14 (4d6) radiant damage on a failed save, or half as
much on a successful one.
RIFT ISOPOD RIFT ISOPOD
Large aberration, unaligned
Limited Spines. The rift isopod has twelve spines. Used spines
regrow by the time the rift isopod finishes a long rest.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
16 (3d8 + 3) slashing damage.
A rift isopod (Image credit: someone from the art team of Guild Wars
Launch spine. Ranged Weapon Attack: +5 to hit, range 30/60 ft., Nightfall. Maybe Doug Williams, Matthew barrett, or Xia
one target. Hit: 12 (2d8 + 3) piercing damage. Taptarakunekane? I can’t find an attribution, which is a shame
Rolling Charge (Recharge 5-6). The rift isopod curls into a ball because this is a pretty bitchin’ drawing)
and rolls up to 50 feet in a straight line without provoking
opportunity attacks. If it would enter a creature's space, that
creature must make a DC 13 Dexterity saving throw. On a failed
save, the creature takes 10 (3d6) bludgeoning damage, is
knocked prone if it is Medium or smaller, and the rift isopod
stops rolling. Additionally, it can immediately make one bite
attack against the creature as a bonus action. On a successful
save, the creature takes half as much damage, is pushed 5 feet
away into an unoccupied space of its choice, and the rift isopod
continues rolling.
LUMBERING HIVE LUMBERING HIVE
Huge aberration, unaligned
Actions
Multiattack. The lumbering hive makes three attacks: two with
its bite and one with its claw.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
8 (2d6 + 1) piercing damage plus 3 (1d6) acid damage. If the
The lumbering hive (Image credit: Dave Melvin, apparently for the target is a creature, it must succeed on a DC 11 Constitution
Chronicles of the Void RPG.) saving throw or be infected by the hive’s grubs.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.
Spray Grubs (Recharge 6). The lumbering hive ejects a spray of
flesh-eating grubs in a 20-foot cone. Each creature in that area
must make a DC 15 Dexterity saving throw, taking 13 (3d8) acid
damage and 13 (3d8) piercing damage on a failed save, or half
as much damage on a successful one. In addition, each
creature that takes piercing damage must succeed on a DC 11
Constitution saving throw or be infected by the hive’s grubs.
Armor Class 13
Hit Points 91 (14d10 + 14)
Speed 30 ft.
Actions
Multiattack. The handmaiden makes one flick attack, and then
either makes a glaive attack or uses its Eye of Terror.
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 8 (1d10 + 3) slashing damage.
Flick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage, and the target must
succeed on a DC 14 Strength saving throw or be pushed 10 feet
away.
Eye of Terror. Each creature of the aberration’s choice that is
within 60 feet of the aberration and can see its eyes must
succeed on a DC 15 Wisdom saving throw or become
frightened 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. If a creature’s saving throw is successful or the effect
ends for it, the creature is immune to the aberrations’s Eye of
Terror for the next 24 hours.