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RIFTLINGS

RIFTLING
Small aberration, unaligned

Armor Class 13 (natural armor)


Hit Points 11 (2d6 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

Skills Athletics +2
Senses passive Perception 11
Languages —
Challenge 1/4 (50 XP)

Pile On. The riftling has advantage on attack rolls against a


creature if it or another riftling is attached to it.

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.

This is a riftling (Image credit: Daren Horley)


HARVESTERS HARVESTER
Large aberration, unaligned

Armor Class 13
Hit Points 58 (9d10 + 9)
Speed 35 ft.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 12 (+1) 4 (-3) 12 (+1) 7 (-2)

Skills Athletics +3, Stealth +5


Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 2 (450 XP)

Spider Climb. The harvester can climb difficult surfaces,


including upside down on ceilings, without needing to make an
ability check.
Sure-Footed. The harvester has advantage on Strength and
Dexterity saving throws made to avoid being knocked prone.

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

Armor Class 16 (natural armor), 12 while prone


Hit Points 65 (10d10 + 10)
Speed 20 ft., burrow 10 ft.

STR DEX CON INT WIS CHA


17 (+3) 11 (+0) 12 (+1) 3 (-4) 13 (+1) 6 (-2)

Senses darkvision 60 ft., tremorsense 60 ft., passive


Perception 11
Languages —
Challenge 3 (700 XP)

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

Armor Class 14 (natural armor)


Hit Points 180 (19d12 + 57)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 10 (+0)

Saving Throws Str +8, Con +6


Senses passive Perception 11
Languages —
Challenge 7 (2,900 XP)

Charge. If the lumbering hive moves at least 15 feet straight


toward a target and then hits it with a gore attack on the same
turn, the target takes an extra 13 (3d8) piercing damage. If the
target is a creature, it must succeed on a DC 15 Strength saving
throw or be pushed up to 10 feet away and knocked prone.

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.

WHATS THE DEAL WITH THOSE GRUBS?


I’ve given the lumbering hive a few different attacks that can
infect a target with flesh-eating grubs, but purposefully failed to
detail any mechanical effects for this ailment. In my game, I
intend the use the Constitution saving throw simply to sow fear
and paranoia into the minds of my players. However, if you
want to showcase your creativity and cruelty to your players,
there are a lot of different ways you could resolve things: the
grubs could deal damage every turn, or apply a slow
degenerative disease akin to Mummy Rot, or copy the extreme
lethality of Rot Grubs. Just be aware that adding such abilities
would likely require you to increase the lumbering hive’s CR.
HANDMAIDEN / MANOTAUR
HANDMAIDEN
Large aberration, unaligned

Armor Class 13
Hit Points 91 (14d10 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 19 (+4)

Saving Throws Wis +5, Cha +7


Skills Arcana +4, Insight +5, Perception +5
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t silvered
Senses passive Perception 15
Languages telepathy 120 ft. BORING STUFF
Challenge 5 (1,800 XP)

Innate Spellcasting. The aberration’s innate spellcasting ability


is Charisma (spell save DC 15, +7 to hit with spell attacks). It
can innately cast the following spells, requiring no material
components:
At will: ensnaring strike, mage hand, magic missile (4 darts),
3/day each: Evard’s black tentacles, hold person
1/day: Bigby’s hand
Defensive Stance. Any creature that enters the reach of the
aberration’s glaive attack immediately provokes an opportunity
attack. If the handmaiden hits a creature with an opportunity
attack, the creature’s speed becomes 0 for the rest of the turn.
Magic Resistance. The aberration has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The aberration’s weapon attacks are magical.

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.

This isn’t quite a handmaiden, but it’s the


super cool drawing that inspired the monster
(Image credit: u/AetherealVanguard)

I should also give a shout-out to


u/ToKe86, who did an awesome job
of making their own statblock.

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