Dragon Age 5th Edition - Darkspawn
Dragon Age 5th Edition - Darkspawn
Dragon Age 5th Edition - Darkspawn
W
ith the First Blight came the darkspawn and archdemons and led the darkspawn to lay waste to the
they have been a plague on the world ever world in what would become known as the First Blight.
since. The Chantry teaches that the Dwarven Version. The dwarves give little credit to
darkspawn cannot be utterly vanquished Chantry beliefs, but they themselves have no known origin
until sin has been banished from the world, story for the darkspawn. As far as the dwarves are
for they are man’s hubris made flesh. concerned, the darkspawn simply appeared underground.
Regardless of where they first came from, The darkspawn hordes that invaded the Deep Roads ended
the legions of the darkspawn now make war upon all other up crippling the dwarven empire, leaving only Orzammar
races, emerging from the dwarven Deep Roads in vast and Kal-Sharok, the latter of which was completely isolated
numbers with each Blight. Darkspawn are malicious from the outside world until recently.
creatures, regarding all species not their own as slave labor, Tevinter Version. The Magisters of Tevinter deny their
sport, or provisions. They tend to even look upon their involvement in starting the Blight. They claim the
fellow darkspawn with disfavor and even when they travel darkspawn have always existed and the magisters have no
together in force, they will group together with their own connection to them. Slaves are not regaled with a Tevinter
kind (genlocks with genlocks, hurlocks with hurlocks, and version of the Chant of Light, so there is no confirmation if
so forth). Fortunately for the other sentients of Thedas, there is an official Imperial Chantry stance beyond typical
darkspawn despise the sun and their vision is impaired in Tevinter opinion.
daylight.
Darkspawn Society
Background Physiology & Reproduction. The darkspawn do not need
Chantry Version. According to the Chantry, they were to eat as the taint sustains them, however they can eat for
created when the magisters of the Tevinter Imperium reasons other than dietary. Furthermore, the taint provides
opened a portal into the Golden City, tainting the realm of quick healing from wounds. This healing even allows the
the Maker with their corruption and returning as the first re-creation of lost body parts after some time. The
darkspawn, their evil transfiguring them into the monsters darkspawn have very good vision in the darkness, however
they became. they generally avoid direct exposure to sunlight. During the
While underground, they grew in number and dug deeper Blights, the sun is hidden by ominous clouds as a result of
and deeper into the earth until they found the resting place blight magic.
of the Old God Dumat, where he had been imprisoned. Hierarchy. The newborn darkspawn will inevitably fight
Freed from his prison and warped by the taint the amongst themselves and try to kill each other, possibly by
darkspawn bore, Dumat became the first of the instinct. This serves to thin out the weaker darkspawn.
Occasionally one young darkspawn will be so much more .
powerful than the rest that it kills the entire brood. This
darkspawn is called an alpha. They are generally taller,
stronger, or much more intelligent than the rest of their Hivemind
kind and wear better armor. Darkspawn do not have a language of their own,
Emissaries are highly intelligent darkspawn that draw on though some of the more intelligent darkspawn
the power of the taint to cast spells. They act as "shamans" (such as Alphas and Emissaries) have learned to
or spiritual leaders to the darkspawn. Emissary alphas are speak common. Instead darkspawn communicate
the most powerful of the magic wielding darkspawn. and coordinate through a type of telepathy as a
During a Blight only an Archdemon can command the hivemind, as noted in their stat blocks. This has
the following benefits:
entire darkspawn horde. Alphas serve as the commanders
and generals of the darkspawn, while omegas are "second- All darkspawn within 120 feet of each other
in-command" to the Archdemon. The strongest alphas and share awareness of their surroundings. As
omegas receive direct orders from the Archdemon itself. such if one darkspawn becomes aware of a
Emissaries ensure that darkspawn follow the Archdemon's creature's presence (through a Wisdom
will and that alphas serve the Archdemon's interests and (Perception) check for example) then all
not their own. other darkspawn within range become aware
Without a Blight, the darkspawn remain underground of that creature.
except for raids. When there isn't an Archdemon to direct Darkspawn do not need to be able to speak or
the darkspawn, the "chain of command" within the hear each other in order to coordinate their
actions.
communal mind of the darkspawn breaks down, with
individual alphas and omegas assuming a sort of The Architect and The Mother are the only
leadership position as "tyrants", splitting the horde darkspawn presented here that are no longer part
amongst themselves and fighting for dominance. of the hivemind.
Emissaries ensure that darkspawn search for the If you do not wish to use the "Hivemind"
Archdemons outside of a Blight. feature then a simple Variant is to give all
Communication & Sapience. All darkspawn are darkspawn "Undercommon" as a language. All
connected through the taint, functioning as a hive-mind. darkspawn listed as having "Common" retain that
The darkspawn rank and file do not possess any language language.
beyond roars and grunts. Despite this, they communicate
well with one another, and some can be heard laughing
cruelly as they attack and slay their foes. At least some
emissaries and alphas are able to communicate with other
races, even if unwillingly. The Archdemons are also known
to do so. It is clear that a Blight arises when darkspawn, in their
When not already under the thrall of an Archdemon, and burrowing, unearth one of the Old Gods once worshipped
when not engaged in raids (either on each other or other by the Tevinter. The darkspawn are somehow drawn to the
sentients), the darkspawn relentlessly search for the resting places of these ancient high dragons. It may be that
sleeping Old Gods, drawn by what they hear as the "song" the Old Gods call to the darkspawn hoping to be released
of the dragons. This need seems to override nearly from their ancient prisons, or it may be that the darkspawn
anything else; the darkspawn will search without rest for an are somehow able to sense the presence of the corruptible
Old God for centuries if need be. Darkspawn worship them deities and so seek them out. Both may be true.
even in their absence. They constructing strange and In any case, upon reaching a slumbering Old God the
macabre idols, banners, and totems from bone, leather, and corruption of the darkspawn transforms the powerful being
even flesh, dedicated to their masters and convert statues into an Archdemon. Some suppose that this transformation
into their representations. One of the former Archdemon drives the deity mad, while others believe that the actions of
prisons was filled with darkspawn corpses who died such beings are beyond understanding in the first place.
praying to their god. Whatever its motivations, an unearthed Archdemon
Common knowledge is that the average darkspawn can eventually rises to the surface of the world and leads
barely be considered sapient and possesses no intelligence seemingly limitless darkspawn hordes in battle against all
beyond a simple animal cunning. Yet they should not be who oppose them.
underestimated. Thus shrieks and genlock rogues excel at Between the time an Archdemon is transformed and the
ambushing and attacking the unwary, and darkspawn have moment when it first appears on the surface of the world
been known to make use of manmade objects like ballistae the land itself begins to show signs of the growing
to combat outsiders. Darkspawn seem to show little fear, corruption. Crops shrivel, water turns foul, animals sicken
and though they will retreat if they begin to lose a fight and become twisted, people fall ill for no obvious reason. As
without an Archdemon guiding them, they will never these effects increase, darkspawn are seen with greater
surrender to their foes and will continue fighting even if frequency.
countless numbers of their brethren have been slain. Once the Archdemon appears on the surface, the Blight’s
corruption follows in its wake as it travels the land,
Blights expanding especially swiftly from any area where the
tainted Old God lairs. The longer the Blight continues the
No one knows exactly what a Blight is. The Chantry still more intense the effects become. Eventually the sky fills
teaches that Blights are the Maker’s curse on the ancient with roiling clouds that blot out the sun. The little rain that
magisters of Tevinter who breached His Golden City. The falls from such clouds is thick and viscous, yet evaporates
Grey Wardens think of Blights as a pervasive spiritual quickly.
corruption. The ever-practical dwarves do not care what
Blights are or what causes them, as long as they are fought.
A Blight only ends with the death of the Archdemon Civilized travelers are invariably hunted unless they
whose rise brought it forth. In all the history of Thedas, travel in armies, and even armies fall under attack without
only the Grey Wardens have managed to permanently slay notice. All small and most medium-sized settlements have
an Archdemon. It’s not clear whether this is the only way an been razed, their denizens now either dead or refugees in
Archdemon can be destroyed for good, but it’s certainly the other places. Larger and larger cities fall. More and more
case that most would-be slayers perish simply attempting people are killed. The Blight spreads and the darkspawn
to penetrate the foul malaise that surrounds these horrible armies grow until the Archdemon is slain.
creatures. The tide turns when the Archdemon is slain. The skies
How Blights Are Experienced: Blights advance in a clear almost immediately and the weather returns quickly
progression that the Grey Wardens now understand to normal for the season. The land can take months or
relatively well. However, the Order remains uncertain about years to recover, depending on how far into Blight various
the precise “rules” under which Blights operate. Does an areas fell. New-growth plants break the surface. Some
Archdemon’s presence cause and spread the Blight, or is it sickly animals recover and some twisted animals finally
the hordes of darkspawn that invariably travel with them? manage to breed (producing non-mutant offspring), but
Does it take all Archdemons a similar amount of time to even by life’s various means it still takes a long time for
reach the surface? What would happen if an Archdemon animal populations to reach their pre-blight levels.
were left unchecked forever? Even for the gaps in their Rebuilding old villages and founding new ones continues
knowledge, the Grey Wardens use what they do know to for human generations. Some particularly hard-hit areas
carry out their vigilant— and sometimes violent—work. never recover from the Blight. There are portions of the
Blights begin without warning, and spread quietly at first. Anderfels that have been so ravaged by two Blights that
Those on the outskirts of surface civilization begin to they are now deserts.
report darkspawn activity, but environmental effects are Grey Wardens call the recovery after a Blight the Thaw.
difficult to discern. Some assume the darkspawn have been The Order organizes Thaw hunts to kill off as many
driven to the surface by calamity below and that their disoriented and leaderless darkspawn as possible before
depredations will pass, while others immediately conclude they retreat back underground. Eventually the darkspawn
that a Blight is coming. The Grey Wardens spend much are killed or retreat, and even deep wildernesses become
time and effort investigating the activities of darkspawn— generally safe for civilized traffic.
and rumors of their activities— between Blights, always Should a Blight continue unchecked, it would lay waste
trying to become aware of the next Blight as early as to the world of men, something every realm prays will
possible. never come to pass.
If a Blight is truly on the rise, as time passes more and
more witnesses spot increasingly large forces of darkspawn
in the land. It becomes clear that the plants and animals in
the areas where the darkspawn have been most often are
sickening. Outlying villages suffer attacks. Sometimes,
despite appearances, even this level of corruption and
devastation is not truly a Blight. A particularly strong or
clever hurlock or genlock alpha can carry their minions to
great triumphs even when an Archdemon is not active in
the world. In such cases, if the horde that follows such a
leader is defeated, the land slowly recovers.
Attacks on small villages eventually give way to raids on
increasingly larger, and more central, bastions of
civilization. Even though the Archdemon has not yet been
seen, darkspawn forces include increasingly mighty
creatures. Massive armies besiege sizable cities outside a
realm’s central lands. Blight disease spreads and
intensifies. Famine arises. These manifestations can
continue for years, even decades.
By this time, only a fool would deny that a Blight has
come, even if an Archdemon has not yet been seen. Travel
becomes difficult and dangerous. Blight wolves, bereskarn,
and worse attack travelers even near towns and on major
roads. Whole armies of darkspawn march in the open.
Many villages have been devastated or abandoned. Those
that remain distrust travelers and fall under frequent
attacks. Potable water is scarce. The skies are overcast and
ominous, although there is little rain.
Eventually, the Archdemon takes the head of its
darkspawn armies, leading them into battle and smashing
the cities of civilization. Roiling clouds block the sun across
the whole of the world for months on end. Only the scarcest
pockets of healthy wilderness remain. The tainted land
itself is capable of infecting the weak or unwary; ghouls and
other weird mutants run rampant through the countryside.
Genlock Genlocks: The Klingons of DA
Most numerous of the darkspawn by far, genlocks are tough How the darkspawn were depicted changed
and stocky fighters with a penchant for wickedly hooked dramatically from Dragon Age: Origins to Dragon
axes. Unlike the majority of their brethren, they are swift to Age 2. Genlocks in particular were shown as large
take up the more complicated weapons of their enemies, ape-like creatures rather than twisted dwarfs. For
employing siege engines in battle and using clever traps to the purposes of this creation I will be using the
defend any terrain they control. Ferelden’s Circle of Magi original versions of the genlocks from DA: O. If
believes that their propensity to mine the Deep Roads for you are looking for statistics for the larger apelike
lyrium has given genlocks a resistance to magic, for they’ve genlocks, I recommend /u/Zuroyuso's version
here: https://goo.gl/MZHr9p
been known to shrug off spells in battle with little effect.
Genlocks tend to be slightly shorter than dwarves with pale
white or yellowish skin. They are invariably bald, with deep
set eyes and sunken cheeks. Their voices are low and
harsh, punctuated by occasional grunts.
Genlock
Medium monstrosity (darkspawn), chaotic evil
Actions
Multiattack. The genlock makes two attacks with
its battleaxe or its handaxe.
Battleaxe. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 3) slashing damage if used with two
hands.
Handaxe. Melee or Ranged Weapon Attack: +5 to
hit, reach 5ft. or range 20/60 ft., one target. Hit:
6 (1d6 + 3) slashing damage.
A Fearsome Threat
When converting the the darkspawn from the
AGE system to 5th Edition I wanted to ensure
that they remained a credible threat. For that
reason the "Genlock" and "Hurlock" entries
should be considered the default type of
darkspawn characters will encounter. However, in
order to add more choice for DMs who may wish
to use darkspawn at lower levels I have included
the "Genlock Runt", "Genlock Archer", "Hurlock
Runt" and "Hurlock Bolter" entries.
Genlock Archer
Genlock Runt Medium monstrosity (darkspawn), chaotic evil
Medium monstrosity (darkspawn), chaotic evil
Armor Class 14 (studded leather)
Armor Class 15 (chain shirt) Hit Points 22 (4d8 + 4)
Hit Points 26 (4d8 + 8) Speed 25ft.
Speed 25ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 13 (+1) 8 (-1) 14 (+2) 8 (-1)
15 (+2) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 8 (-1)
Damage Resistances poison
Damage Resistances poison Senses Darkvision 120ft., passive Perception 12
Senses Darkvision 120ft., passive Perception 11 Languages None, see "Hivemind" sidebar
Languages None, see "Hivemind" sidebar Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP)
Escape. Opportunity attacks against the genlock
Keen Smell. The genlock has advantage on are made with disadvantage.
Wisdom (Perception) checks that rely on smell.
Keen Smell. The genlock has advantage on
Magic Resistance. The genlock has advantage on Wisdom (Perception) checks that rely on smell.
saving throws against spells and other magical Magic Resistance. The genlock has advantage on
effects. saving throws against spells and other magical
Sunlight Sensitivity. While in sunlight, the genlock effects.
has disadvantage on attack rolls, as well as on Sunlight Sensitivity. While in sunlight, the genlock
Wisdom (Perception) checks that rely on sight. has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Actions
Battleaxe. Melee Weapon Attack: +4 to hit, reach Actions
5ft., one target. Hit: 6 (1d8 + 2) slashing damage, Longbow. Ranged Weapon Attack: +4 to hit,
or 8 (1d10 + 3) slashing damage if used with two range 150/600ft., one target. Hit: 7 (1d8 + 2)
hands. piercing damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to Shortsword. Melee Weapon Attack: +4 to hit,
hit, reach 5ft. or range 20/60 ft., one target. Hit: reach 5ft., one target. Hit: 5 (1d6 + 2) piercing
5 (1d6 + 2) slashing damage. damage.
Genlock Alpha
Genlock alphas are the strongest, quickest, and most
cunning of their kind, bullying their way into the leadership
of bands of lesser genlocks. They tend to be taller and more
heavily muscled than their brethren, and have a more
commanding presence, although their demeanor is more
swagger and bluster than cool leadership.
Variant: Greataxe
Some genlock alphas prefer to use greataxes in
place of dual wielding battleaxes. This variant is
presented below.
AC 17 (half plate)
Greataxe. Melee Weapon Attack: +8 to hit,
reach 5ft., one target. Hit: 11 (1d12 + 4)
slashing damage.
Actions
Multiattack. The hurlock makes two attacks with
its greatsword.
Greatsword. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 11 (2d6 + 4) slashing
damage.
Hurlock Runt
Medium monstrosity (darkspawn), chaotic evil
Actions
Greatsword. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit: 10 (2d6 + 3) slashing
damage.
Hurlock Bolter
Medium monstrosity (darkspawn), chaotic evil
Actions
Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400ft., one target. Hit: 9 (1d10 + 3)
piercing damage.
Longsword. Melee Weapon Attack: +3 to hit,
reach 5ft., one target. Hit: 5 (1d8 + 1) slashing
damage, or 6 (1d10 + 1) slashing damage if used
with two hands.
Sunlight Sensitivity. While in sunlight, the hurlock has
Hurlock Alpha disadvantage on attack rolls, as well as on Wisdom
Medium monstrosity (darkspawn), chaotic evil (Perception) checks that rely on sight.
Armor Class 20 (plate, shield) Actions
Hit Points 102 (12d8 + 48)
Speed 30ft. Multiattack. The hurlock makes three melee attacks
using either their greatsword, or their longsword and
shield.
STR DEX CON INT WIS CHA
Greatsword. Melee Weapon Attack: +8 to hit, reach
20 (+5) 16 (+3) 18 (+4) 15 (+2) 14 (+2) 15 (+2) 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Longsword. Melee Weapon Attack: +8 to hit, reach
Damage Resistances poison 5ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Condition Immunities charmed, frightened
Saving Throws Int +5, Wis +5, Cha +5 Shield Bash. Melee Weapon Attack: +8 to hit, reach
Skills Intimidation +5 5ft., one target. Hit: 5 (1d4 + 5) slashing damage.
Senses Darkvision 120ft., passive Perception 12 Leadership (Recharges after a Short or Long Rest). For 1
Languages Common, see "Hivemind" sidebar minutes, the hurlock can utter a command or
Challenge 8 (3,900 XP) warning whenever a non hostile creature that it can
see within 30 feet of it makes an attack roll or saving
Martial Advantage. Once per turn, the hurlock can deal throw. The creature can add a d4 to its roll provided
an extra 14 (4d6) damage to a creature it hits with a it can hear and understand the hurlock. A creature
weapon attack if that creature is within 5 feet of an can benefit from only one Leadership die at a time.
ally and the hurlock isn't incapacitated. This effect ends if the hobgoblin is incapacitated.
Keen Smell. The hurlock has advantage on Wisdom Reactions
(Perception) checks that rely on smell.
Parry. The hurlock add 3 to its AC against one melee
attack that would hit it. To do so, the hurlock must
see the attacker and be wielding a melee weapon.
Hurlock Emissary
Medium monstrosity (darkspawn), chaotic evil
Actions
Multiattack. The hurlock makes two longsword
attacks.
Longsword. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 8 (1d8 + 3) slashing
damage.
STR DEX CON INT WIS CHA
The Architect
The Architect is a unique hurlock emissary and is vastly
The Architect
Medium monstrosity (darkspawn), lawful evil
different from his darkspawn brethren. Unlike other
darkspawn, it is able to think independently of the Armor Class 15 (studded leather)
darkspawn group-mind, and, as such, is able to resist the Hit Points 153 (18d8 + 72)
calling of the Old Gods. Its goal is to bring peace between Speed 30ft.
the darkspawn and the other races of Thedas at any cost. It
hopes to find a middle ground between the darkspawn and
the population of Thedas, and it believes that this middle STR DEX CON INT WIS CHA
ground is the Grey Wardens, as they are slowly 16 (+3) 16 (+3) 19 (+4) 20 (+5) 15 (+2) 18 (+4)
transformed by the taint that they take in during their
Joining. Saving Throws Dex +7, Int +9, Wis +6
Because the Architect is independent of the Old Gods' Skills Arcana +13, History +13
call, its darkspawn brethren see it with fear, and therefore Damage Resistances damage from spells; non
obey its commands - to some extent. Its control over other magical bludgeoning, piercing and slashing
darkspawn is tenuous however: if their blood lust comes to damage (from stoneskin); poison
a point, it is unable to control them. Condition Immunities charmed, frightened
The Architect has learned how to free other darkspawn Senses darkvision 120ft., passive Perception 12
from the group mind and give them independent wills and Languages Common
intelligence, by having them intake Grey Warden blood in a Challenge 13 (10,000 XP)
process he likens to the Joining.
Keen Smell. The hurlock has advantage on
Wisdom (Perception) checks that rely on smell.
Magic Resistance. The hurlock has advantage on
saving throws against spells and other magical
effects.
Spellcasting. The hurlock is a 18th-level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks).
The hurlock has the following wizard spells
prepared:
Cantrips (at will): acid splash, blade ward, fire
bolt, mage hand, shocking grasp
1st level (4 slots): detect magic, expeditious
retreat, false life, grease, thunder wave
2nd level: (3 slots): misty step, mirror image,
shatter
3rd level (3 slots): counterspell, fear, fireball, fly,
lightning bolt, vampiric touch
4th level (3 slots): banishment, blight, evard's
black tentacles, stoneskin
5th level (3 slot): cone of cold, dominate person,
scrying
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): maze
9th level (1 slot): time stop
The hurlock casts stoneskin on itself before
combat.
Sunlight Sensitivity. While in sunlight, the hurlock
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The hurlock makes two longsword
attacks.
Longsword. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit: 8 (1d8 + 3) slashing
damage.
STR DEX CON INT WIS CHA
Shriek
Medium monstrosity (darkspawn), chaotic evil
Shriek Alpha
Shriek alphas are deadly combatants on the battlefield.
Their ability to use stealth to sneak behind enemy lines and
cause havoc has earned them the reputation of the
"darkspawn assassins". They live up to their title, as their
ambushes have turned the tide of battle many times.
The shriek alpha emerged about the same time as their
lesser kin, the shriek, although they are more intelligent,
and therefore possess more power and influence over the
regular shrieks. During a Blight, they lead their kin into
battle, preferring ambush over a straight attack. Needless
to say, they are utterly loyal to the Archdemon, and can
prove frightening on the battlefield. Shrieks are actually
called "sharlocks", but they are known as shrieks due to
their ear piercing scream in combat.
Unlike other alphas, the shriek alpha will charge in with
the rest of them, preferring straight combat to a safe
distance.
Ogre
Towering over their darkspawn kin, the massive ogres are a
rare sight on the battlefield. Traditionally, they only appear
during a Blight, but some records claim that ogres have
been spotted in the Deep Roads hunting alone or in small
groups. At least one report by the Grey Wardens claims
that an ogre was spotted alone in the Korcari Wilds in 9:19
Dragon, though it was weakened and easily dispatched. Up
to a hundred of these creatures can accompany a
darkspawn horde at any one time during a Blight, often
using their great strength to burst through fortifications
and demolish the front lines of the opposing army.
They use brute force to charge their enemies like bulls,
slam the ground with their fists to shake enemies off their
feet, and hurl great rocks into the face of oncoming foes.
Melee can be difficult against a giant that snatches a
warrior up in one hand, crushing the life out of him or
beating him into oblivion with the other hand. The nimble
can try to wiggle his way free, or an ally can attempt an
array of stunning blows on an ogre to free the comrade in
danger.
Grey Warden lore urges caution when slaying an ogre.
Unless it is ensured that they have received a major wound
to the head or the heart, it is possible that they are lying
dormant and will regenerate to full health within a matter
of minutes. During a Blight, most Grey Wardens
recommend burning all darkspawn to ashes... "dead" ogres
in particular.
The Mother
The broodmother presented on the previous
page is almost identical to the one created by
/u/Zuroyuso's here: https://goo.gl/MZHr9p. I saw
no way in which to improve on his design so
instead have presented The Mother here as a
form of "Broodmother Alpha". She is meant to be
used in conjunction with "The Children", below.
Actions
Feed. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 4 (1d4 + 2) piercing damage, and
the childer grub regains HP equal to the damage
dealt.
Poison Spit. Ranged Weapon Attack: +4 to hit,
range 30/120ft., one target. Hit: 5 (1d6 + 2)
poison damage.
Reactions
Metamorphosis. If, over the course of a battle, the
childer grub feeds for a total greater than its
maximum hit points (8), the childer grub
transforms into a Childer Hatchling. Subtract any
damage taken in grub form from the maximum
hit points of the childer hatchling.
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