| Aromace | Gebroon | Mearor | Shutinticle | Y ??? |
| Banigna | Honeyose | Naho | Toxipus | Z ??? |
| Carrionette | Ignight | O ??? | U ??? | |
| Drillgore | J ??? | Pitooey | Vampierce | |
| E ??? | K ??? | Q ??? | Wearacyte | |
| Fidew | Looksey | Retallanx | X ??? | |
Aromace
Defender/Debuff
[Fluff]
(uses pheromones to fascinate enemies and can buff allies to inflict charm if they are attacked. Can also spray short-range capsiacin blasts to debuff foes)
Stats
Small Monstrosity
Armor Class 14 (10 + dex + con); adolescent 16; adult 17
Hit Points: 5 + 8*P (d10+2); adolescent 10 + 9*P; adult 15 + 9*P
base STR 8 (-1), DEX 14 (+2), CON 14 (+2); adolescent STR 10 (+0), DEX 16 (+3), CON 16 (+3); mature STR 10 (+0), DEX 18 (+4), CON 16 (+3)
Save DC: 8 + your proficiency bonus + Aromace's constitution modifier
Abilities
- Fragrances – Aromace may be commanded to exude a fragrance as a free action, filling a 10ft radius of itself. It may only have one fragrance active at a time, but it may change fragrances as a free action once per turn, and continues to exude the same fragrance until changed or commanded to stop (a free action). Creatures with the scent ability treat the radius as twice as large.
- Glittering Fragrance – While glittering fragrance is active, creatures within its area making an insight or perception check rolls a d4 and subtracts the result from their check. This fragrance is mostly invisible and requires an active perception or nature check against Aromace's save DC to identify.
- Hypnotic Fragrance – While hypnotic fragrance is active, creatures within its area must pay double the movement cost to move away from Aromace; this cost also applies to leaving the area.
- Repellent Fragrance – While repellent fragrance is active, creatures within its area must pay double the movement cost to move toward Aromace; this cost also applies to entering the area.
- Irritating Spray – Ranged weapon attack, dexterity, range 15ft/45ft. Hit: 1d4 acid damage + CON fire damage, and the target is poisoned for 1d4+1 rounds. Multiple applications do not stack duration. While poisoned from irritating spray, a creature takes the fire damage again at the start of each of its turns, and it may attempt a constitution saving throw as a move action to end the poisoned condition early.
- Pollen Shield – At the start of each of your turns, Aromace gains 1 temporary hit point. Temporary hit points from pollen shield stack with each other, to a maximum of twice your proficiency bonus. A creature that damages Aromace while it has any of these temporary hit points and is within 10ft of it must make a constitution saving throw or become charmed by the Aromace until the end of its next turn, as well as poisoned for 3 rounds. While charmed in this way, a creature cannot willingly move away from Aromace.
Focus (Passive): Spreading Pollen While Aromace has focus, the radius of its fragrances increases by 10ft, and the temporary hit points granted by pollen shield increase by +1 (the maximum increases to three times your proficiency bonus as well; if focus is lost, any temporary hit points in excess of the new maximum are lost).
Maturation: Aromace becomes medium size, and adds decaying fragrance to its options of fragrances. Irritating spray's damage increases to 1d4 acid damage and 1d4+CON fire damage.
- Decaying Fragrance – While infection fragrance is active, creatures within its area and for 1 round after they leave it lose any damage resistance they have, and any damage immunity is instead treated as resistance.
Greater Maturation: The radius of Aromace's fragrances and spreading pollen increase by 5ft each.
Banigna
Control/Utility Food
A Child that purifies organic material it is fed, turning it into edible substances. In combat, it can attack creatures that move through its area (increasing with maturity), though it is immobile. Due to processing material, does not require milk to sustain.
Stats
Medium Monstrosity
Armor Class 14 (10 + con); adolescent 15; adult 16
Hit Points: 5 + 10*P (d8+4); adolescent 10 + 11*P; adult 15 + 12*P
base STR 10 (+0), DEX 6 (-2), CON 18 (+4); adolescent STR 12 (+1), DEX 8 (-1), CON 20 (+5); mature STR 14 (+2), DEX 10 (+0), CON 22 (+6)
Save DC: 8 + your proficiency bonus + Banigna's constitution modifier
Abilities
- Composting – Banigna can convert spoiled, fouled, rotten, poisoned, or otherwise unwanted organic material, turning it into more useful matter for a variety of purposes. Both the original and converted product must be organic in nature, and creating rare or magical products might be difficult or impossible without proper knowledge of Banigna's mother. This conversion process requires energy, and this is usually extracted from the sacrificed material as nutrition. So long as it is fed material, Banigna is able to sustain itself without milk from its mother. (Refer to the Salvaging rules, with Banigna able to produce material that is not normally available for salvage.)
- Goodberry – Banigna produces 1d4+1 fruits each day it sustains itself naturally. It may also choose to produce these fruits as a product of its composting ability, and regardless of the source material, these fruits are safe for consumption by any creature that is capable of eating food, sustaining that creature as if it drank Banigna's mother's milk (other Childs do not gain nutrition from this ability).
- Roots (I)– As a standard action, Banigna may send roots into the ground, which is required to use its composting ability. While rooted, Banigna's speed becomes 0ft and is difficult to move otherwise; a creature attempting to do so must make a strength check against Banigna's save DC to uproot it first.
Focus (2 FP): Entangle – While Banigna is rooted, you may select a 10 foot radius area within 30 feet of Banigna when using this ability. That area becomes difficult terrain for creatures other than you or your brood, and any creatures in the area when this ability is used must succeed on a dexterity saving throw or become restrained. A creature restrained by this ability may spend its standard action to attempt a strength saving throw to free itself, or deal slashing damage to the restraints, which have hit points equal to 3 * Banigna's hit dice, and an armor class equal to her own. This ability lasts until you select a new area, choose to end it, or Banigna is uprooted (willingly or not); a creature attempting to uproot Banigna while Entangle is active suffers disadvantage to its strength check to do so. For every additional FP spent, the range from banigna increases by +10ft and the radius increases by +5ft.
Focus (2 FP): Spike Growth (I) – Whenever a creature you are aware of enters a space within 30 feet of Banigna, you may choose to force that creature to make a dexterity saving throw. On a failure, the creature takes 3d4 points of piercing damage, adding Banigna's constitution modifier to the damage dealt, and the creature's speed is halved until the end of its next turn. Banigna may use this ability a number of times each round equal to your proficiency bonus, and a creature may be targeted multiple times in a turn (its speed may only be reduced by this ability once simultaneously). For every additional FP spent, the damage of spike growth increases by +1d4
Maturation: An adolescent banigna gains the Sustaining Milk modification (without counting against its other modifications), and the damage die of spike growth increases by one step (d4 > d6).
Greater Maturation: A mature banigna produces twice as many fruits with its goodberry ability, and may sustain other childs with them. While not rooted, it increases its speed by +10ft, and it gains a constrict attack at 1d8, adding its constitution modifier to the damage dealt.
Utility: A utility banigna does not gain entangle or spike growth, and its ability scores do not increase with maturation.
Carrionette
Utility/Defender
(implanted in a corpse or helpless creature, it then controls them at your command. HP is capped based on PB, and uses your PB instead of controlled creature)
Carrionette has no stats as a creature. It has 5 hit points, an AC of 12, and a saving throw bonus of +0. A carrionette counts as a utility brood, even if it is controlling another creature.
Abilities
Drillgore
Defender/Assault
Normally placid and calm, a drillgore is perfectly attuned to its mother's innate capacity for violence, allowing it to channel it with just the most basic of sustained mental contact.
[+Stats]
Small Monstrosity; adolescent/mature Medium Monstrosity
Armor Class 12 (10 + dex + con)
Hit Points 5 + 6*P (d8+1); adolescent 10 + 7*P (d8+2); mature 15 + 7*P
STR 16 (+3), DEX 12 (+1), CON 12 (+1); adolescent STR 18 (+4), DEX 12 (+1), CON 14 (+2); mature STR 22 (+6), DEX 14 (+2), CON 14 (+2)
Save DC: 8 + your proficiency bonus + drillgore's strength modifier
Abilities
- Pacifism – Drillgore cannot be commanded to attack and will not make offensive reactions unless under the effects of Berserker.
- Axial Claws – Melee weapon attack, strength, reach 5ft. Hit: 1d4+3 piercing damage, and the target gains 1 axial wound. A creature may have a maximum number of axial wounds equal to your proficiency bonus, and any axial wounds on a creature are removed if drillgore does not attack it for 1 turn (hit or miss). Axial claws deal +1d4 damage for each axial wound on a creature, and have Reliable damage equal to the number of axial wounds on the creature it is attacking.
- Shield of Claws (A) – When attacking, Drillgore gains temporary hit points equal to its strength modifier plus your proficiency bonus plus the number of axial wounds on the creature it is attacking, the creature it is attacking suffers difficulty +1 to attack Drillgore, and all other creatures gain accuracy +1 to attack Drillgore.
Focus: Berserker – Unlike other focus abilities, Berserker does not require an action to activate. So long as Drillgore has focus, it will attack without the need to command it, targeting the closest creature (excluding yourself or your brood) unless commanded to either attack a specific creature as a move action or to not attack as a swift action. Drillgore will not charge targets unless directed to or if its target ceases to be a valid target (such as by dying or being out of reach), and will follow its previous target if it is able to for up to one round (changing targets if it is unable to reach, determined before it moves), regardless if the terrain is difficult or hazardous. You may spend a move action to command Drillgore to move or attack a specific creature within its reach, overriding its normal random targeting.
Maturation: An adolescent drillgore becomes medium sized, and gains the Focused Assault ability.
- Focus: Focused Assault – You may spend 2 FP as a standard action to mark a target for Drillgore to prioritize. Drillgore will move to attack that target to the best of its ability, and may attack a marked target twice when using the attack action. If you spend 5 FP instead, Drillgore may attack three times when using the attack action against a marked target. You may only have one target marked by focused assault at one time, and the mark lasts for 1 hour, until the target is killed, or you mark a different target.
Greater Maturation: An adult drillgore increases the damage dice of its axial claws by one step (d4 > d6), including the bonus damage from axial wounds.
E
Fidew
Defender/Controller
A defensive oriented Child, who's specialty is locking down enemies and protecting nearby allies with its reflexive attacks and long reaching tentacles that secrete a sticky slime.
Stats
Small Monstrosity
Armor Class 13 (10 + dex + con)
Hit Points: 5 + 7*P (d8+2); adolescent 10 + 8*P (d10+2); mature 15 + 9*P (d10+3)
STR 14 (+2), DEX 12 (+1), CON 14 (+2); adolescent STR 16 (+3), DEX 14 (+2), CON 14 (+2); mature STR 18 (+4), DEX 14 (+2), CON 16 (+3)
Save DC: 8 + your proficiency bonus + Fidew's strength modifier
- Interception (A) – Whenever a creature within 10 feet of Fidew, excluding itself, takes damage from a weapon attack, Fidew may expend an opportunity attack to reduce that damage taken by 2d8 + your proficiency bonus.
- Sentinel (I) – Fidew is capable of making opportunity attacks without your reaction and will take them as directed using its sticky tentacles. It may make a number of opportunity attacks each round equal to your proficiency bonus.
- Slime Armor – As a move action, you may command Fidew to produce a protective slime, increasing its AC by +2 and granting it 5 temporary hit points and resistance to both fire and acid damage. This AC bonus and resistance lasts until these temporary hit points have been used. You may spend FP with this command, increasing the temporary hit points by +5 per FP spent.
- Sticky Tentacles – Melee weapon attack, strength, reach 10ft. Hit: 1d6 bludgeoning + 2 (constitution) poison damage and the target's speed is reduced by 10ft until the end of its next turn.
Focus (1FP): Slime Snare – Melee weapon attack, constitution, reach 10ft. Hit: 1d6 acid damage, the target is ensnared as if by a net, and takes 1d4 poison damage at the start of each of its turns it is entangled. For every +1 FP spent, the acid damage increases by +1d6, the poison damage increases by +1, and the net's strength (athletics) DC increases by +1 and its HP increases by +2.
Maturation: An adolescent fidew is medium sized and uses d10s for its hit dice. The damage die for sticky tentacles and slime snare increases by one step (d4 > d6 > d8), and the amount of incoming damage Interception reduces is improved to 3d8 + your proficiency bonus.
Greater Maturation: An adult fidew increases its reach with all of its attacks by +5ft, and the amount of incoming damage Interception reduces is improved to 4d8 + your proficiency bonus.
Gebroon
Sacrifice Artillery
Effectively just an ambulatory explosive, Gebroons are designed to be fast and easy to create. However, this design feature comes at the cost of their innate life-support systems, as such, they cannot even partake of sustaining milk or magical foodstuffs to allow them to last for more than a day after activation. Even so, many broodmothers will keep at least one on standby for emergency situations where one needs an explosion or acid.
Stats
Tiny Monstrosity
Armor Class 14 (10 + dex)
Hit Points: 1*P (d6)
STR 4 (-3), DEX 18 (+4), CON 4 (-3)
Save DC: 8 + your proficiency bonus + Gebroon's dexterity modifier
- Simple Creation A Gebroon may be grown over the course of a long rest instead of a week. Gebroon cannot be matured, nor can it be fed any food (including your milk).
- Precocious A Gebroon can act immediately on the turn it is birthed, usually taking a move action and using evasive maneuvers to get where it's directed.
- Evasive Maneuvers (I) – A gebroon gains a +10ft increase to its movement speed. Gebroon may use either the dash or withdraw actions once per round without requiring an action.
- Death Wish - You may command a gebroon to reduce its AC by 8 (or return it to normal) as a free action. While this reduction is active, any hostile creature that can make an opportunity attack against it must do so unless it succeeds on a will saving throw.
- Parting Gift (I) - If a gebroon is killed, it automatically uses its Self Destruct ability (with no option to spend FP on it), even if it does not have Focus active. If you are killed with any number of fully grown gebroon in your broodstock, they are all immediately birthed and seek out your killer if you were aware of them, or towards any threats that you or they could/can perceive.
Focus (0 FP): Self Destruct (A) The gebroon ruptures sacs within its body, mixing substances together to form a sticky goop that is not only flammable, but caustic. Igniting shortly after contact with air, the goop spreads in a 10ft burst from where the gebroon detonated, and creatures within the area suffer 2d8 fire damage and must succeed on a dexterity saving throw or be covered in the goop. Creatures so covered take 1d4 fire damage and 1d4 acid damage at the start of each of their turns for 1 minute, or until they remove it by spending a standard action to attempt a DC10 dexterity check. For every FP spent on self destruct, the initial fire damage increases by +2, and for every 2 FP spent the persistent fire and acid damage increase by +1d4 each. The initial fire damage also increases by +1d8 each time your proficiency bonus increases (the number of dice being equal to your proficiency bonus).
Maturation: Gebroon cannot be matured, but their self-destruct may be altered in one of the following ways. Only Gebroon may have these alternate self-destruct abilities, even if self-destruct is grafted onto another Child.
- Freezing Burst – The gebroon's explosion deals cold damage instead of fire damage, and instead of dealing acid damage, affected targets must make a strength saving throw or have its movement speed halved until the chilling gel is removed. While covered in the chilling gel, the target suffers vulnerability to cold damage, unless it is immune to cold damage.
- Toxic Burst – The gebroon's explosion deals 2d10 poison damage instead of fire damage, and as long as they are covered in toxic goop, they are poisoned and take 1d10 poison damage at the start of each of their turns. A dexterity saving throw avoids being covered in goop.
Honeyose
Sacrifice Healing
[fluff]
(steal Naho's healing ability)
Naho may touch a creature as a standard action and heal it for up to 10 points of damage, taking half (rounded up) of that amount onto itself (you may use FP in place of hit point damage as normal for this transference). For every additional FP spent, the maximum amount of damage transferred increases by 5. Naho may also spend any stored biomass when performing transfusion, healing the target additional hit points equal to the roll plus Naho's constitution modifier for each die spent this way.
Adolescent: Its transfusion gains the following effect: A creature that has been healed by transfusion heals hit points equal to the FP spent at the start of each of its turns for 1 minute.
Mature: The maximum amount of damage that can be transferred with Transfusion is doubled (to 10 points per FP spent).
Ignight
Utility (Camping)/Support
(Allows watch to be kept by its mother while she sleeps. Provides warmth and light in a radius, and protects against extreme cold, darkness, damp, and sleep effects.)
J
K
Looksey
Utility Scouting
(Utility); A Child with keen senses that can go further from the broodmother than most, though is more frail due to the focus on senses and signal strength.
Stats
Small Monstrosity
Armor Class 13 (10 + dex + con)
Hit Points: 6*P (d8)
STR 6 (-2), DEX 14 (+2), CON 13 (+1)
Save DC: 8 + your proficiency bonus + Looksey's dexterity modifier
Abilities
- Claws - Melee weapon attack, dexterity, reach 5ft. On hit: 1d4+2 piercing damage.
- Camouflage (A) - Looksey may attempt to hide even if only lightly obscured, and gains accuracy +2 to stealth checks.
- Independence - Looksey may go twice as long between feedings as normal, has an active range three times the normal range, and is capable of acting for 1d4+2 rounds after losing contact with its broodmother, using all of its actions to get back into contact to the best of its ability.
- Evasive Maneuvers (I) - A looksey gains a +10ft increase to its movement speeds. Looksey may use either the dash or withdraw actions once per round without requiring an action.
Focus: Sneak Attack - Looksey gains the ability to sneak attack as a rogue, dealing +1d6 damage.
Maturation: Age: 1 week. 100gp.
An adolescent Looksey increases its dexterity and constitution scores by +2, gains expertise in stealth, and it may make two claw attacks as part of the same attack. Its sneak attack improves to become a number of dice equal to your proficiency bonus. It gains the Hellcat Skin focus ability.
Focus (3 FP): Hellcat Skin - Looksey gains the benefits of greater invisibility as a non-magical effect for 1 minute. After this duration is over, it loses its nourished status and gains one level of fatigue until it is fed (restoring the nourished status) and completes a long rest.
Greater Maturation: Age: 1 month. 200gp.
An adult Looksey increases its dexterity score by +4. It may use its hellcat skin ability a number of times equal to your proficiency bonus before it loses its nourished status and gains a level of fatigue.
Mearor
(Special): A Child that can ferry a recently fallen creature's soul within it, allowing them to be reborn.
Mearor, Base
Small or Medium Monstrosity
Armor Class 12 (10 + dex + con)
Hit Points: 6*P (d8)
STR 12 (+1), DEX 12 (+1), CON 12 (+1)
Save DC: 8 + your proficiency bonus + your wisdom modifier
- Non-combatant - Mearor has no natural weapons, nor any native capabilities to fight if it is not currently housing a soul. It may fight normally when Focus is applied to it.
- Store Soul (I) - Mearor may touch the corpse of a creature that has been dead no more than 10 minutes and begin transferring that creature's soul to itself if the creature would be willing. This process takes 1 minute to perform, and afterward that creature gains control of the mearor, effectively becoming it. However, until the reagents are spent and the incorporation process is performed, the target creature retains Mearor's physical ability scores and hit dice, and its proficiency bonus is halved (rounded up) for all effects. It still uses your proficiency bonus to determine its hit dice. While storing a soul, you may not use Focus on a Mearor.
- Extra Life (I) – If you are killed while you have a Mearor active or a fully gestated mearor in your broodstock, the mearor may immediately use its store soul ability on you (it is birthed first if it is not currently active, replacing one of your currently active brood if it would place you over your limit).
Focus: Mimic Form - Mearor can take the appearance of a creature you have seen, as if disguise self were cast, except it is a non-magical transmutation effect with no limit on its duration. Though the disguise is retained if Focus is removed, it will slowly revert over the course of 10 minutes, and it will not act on its own.
Maturation: Mearor cannot be matured normally. Instead, if reagents worth 200gp are used and a process is performed over a long rest, the mearor fully incorporates the stored soul and becomes an independent being, effectively returning the original creature to life but as a member of the broodmother's species (unless Hybrid Brood is applied).
Naho
Utility Healing
A spare womb, to help share the burden of growing your brood. In fact, it is full of spare parts that can be used as needed.
Stats
Medium Monstrosity
Armor Class 14 (10 + dex + con)
Hit Points: 5 + 10*P (d12+3); adolescent 10 + 11*P (d12+4); mature 15 + 12*P (d12+5)
STR 6 (-2), DEX 12 (+1), CON 16 (+3); adolescent STR 8 (-1), DEX 12 (+1), CON 18 (+4); mature STR 10 (+0), DEX 14 (+2), CON 20 (+5)
Save DC: 8 + your proficiency bonus + Naho's constitution modifier
Abilities
- Advanced Development - Naho takes 1 month to gestate rather than 1 week.
- Independence – Naho's maximum range from you is 100ft times your proficiency bonus instead of the normal limit. Your other brood may also treat Naho as you to determine the range at which they can be active, but not for issuing direct commands.
- Spare Womb - Naho may be used to gestate other Childs (using your broodstock limit), keeping them safe from effects that may harm you.
- Produce Biomass – In place of gestating Childs, Naho may grow undifferentiated organic matter that may be used as hit dice for itself (these hit die are the same size as its own). Naho may generate 1 hit die of biomass each day, with these hit die counting against your brood stock at a rate of 2 brood stock per 3 hit dice of biomass. If Naho has biomass hit die available, it may spend a reaction when taking damage to roll one hit die worth of biomass to heal itself before or after taking that damage.
- Transfusion - Naho may transfuse some of its biomass into a willing or unconscious creature, granting hit dice to that creature up to its usual maximum number. This process takes 1 minute, and requires Naho to spend its own hit dice to donate them. The infused creature may only spend these donated hit dice to recover health (either by resting or abilities or arts that restore health), and they use Naho's constitution modifier as well as being d12s.
Maturation: An adolescent Naho has a personal broodstock of 1 (improving your total), which is doubled for its produce biomass ability.
Greater Maturation: An adult Naho increases its personal broodstock by an additional +1 over the adolescent version.
Utility: Naho always counts as a utility brood.
O
Pitooey
(Ranged); A Child with slow movement, but is capable of performing ranged attacks.
Pitooey, Base
Small Monstrosity
Armor Class 14 (10 + dex + con)
Hit Points: 6*P (d8)
STR 8 (-1), DEX 16 (+3), CON 12 (+1)
Save DC: 8 + your proficiency bonus + Pitooey's dexterity modifier
- Launch Barbs (A) Ranged weapon attack, dexterity, range 20ft/60ft. Hit: 1d6+3 piercing damage.
- Marking Ranged weapon attack, dexterity, range 20ft/60ft. May be used a number of times equal to your proficiency bonus, regaining all expended uses when initiative is rolled. On-Hit: 3 (dexterity) piercing damage and the next attack roll against that target gains accuracy +1, in addition, all physical damage against a mark target deal +1 piercing damage for 1 round.
Focus (2 FP): Multi-Attack Pitooey may use launch barbs twice as part of the same attack action. For every additional FP spent, it may use launch barbs an additional time as part of the same attack action. Marking can be used in place of any of these attacks.
Maturation: Age: 1 week. 80gp.
An adolescent pitooey increases its dexterity score by +2, the range of its launch barbs and marking by +20ft, and the damage die of launch barbs by 1 step (d6 > d8). Marking's bonus damage increases to +1d4 piercing damage.
Armor Class 15 (10 + dex + con)
Greater Maturation: Age: 1 month. 300gp.
An adult pitooey is medium sized, and increases its dexterity score by +4. The range of its launch barbs increases by +40ft, and the damage die of launch barbs increases by 1 step (d6 > d8).
Armor Class 17 (10 + dex + con)
Q
Retalanx
(Defense, Electricity); An active defense that punishes attackers and restricts movement of key targets.
Retalanx, Base
Small Monstrosity
Armor Class 15 (10 + dex + con)
Hit Points 8*P (d10)
STR 7 (-2), DEX 16 (+3), CON 14 (+2)
Save DC: 8 + your proficiency bonus + retalanx's constitution modifier
- Electric Touch (A) – Retalanx's natural weapons deal additional lightning damage equal to your proficiency bonus.
- Wire Whip – Melee weapon attack, dexterity, reach 15ft. Hit: 1d4+3 piercing damage, and the target cannot move more than 15ft from Retalanx unless it suceeds on an opposed strength check to move Retalanx with it, or a dexterity (medicine) check against retalanx's save DC as a swift action to remove the tether, or it or another creature deals sufficient slashing damage to destroy the tether (AC equal to Retalanx's with 2 HP per Retalanx's hit die). At the start of each of its turns while tethered by wire whip, a creature suffers the damage from Electric Touch. Retalanx may have up to three creatures tethered with wire whip at one time. The wire whip tether counts as attacking retalanx, but does not deal damage to it.
- Coercion – Any creature within reach of wire whip that attacks any creature other than retalanx provokes an opportunity attack from retalanx (using your reaction).
- Zapping Coercion (I) – Retalanx may make the opportunity attack from coercion without consuming your reaction if it is against a creature that is currently tethered by wire whip. Zapping coercion used in this way automatically hits, and deals 3d8 points of lightning damage instead of wire whip's normal damage (though it still applies Electric Touch).
Focus (2 FP): Charge Coercion – Retalanx may use zapping coercion once within the next minute without needing to spend its reaction. For every 2 additional FP spent, the number of zapping coercion uses increases by +1. For every FP spent on Charge Coercion, the damage dealt by the charged uses of zapping coercion increases by +1d8.
Focus: Retaliation – A creature that hits retalanx in melee takes damage from Electric Touch, and it may spend a use of zapping coercion granted by charge coercion to add the bonus lightning damage to this.
Maturation: Age: 1 week. 150gp.
An adolescent retalanx is medium sized, and increases its physical ability scores by +2 each. Electric Touch's damage increases by +1d4, and wire whip's HP increases by +1 for each of its hit dice.
Armor Class 17 (10 + dex + con)
Greater Maturation: Age: 1 month. 300gp.
An adult retalanx increases its strength score by +8 and its dexterity score by +2, the reach and tether of its wire whip by 5ft, the HP of its wire whip by an additional +2 for each of its hit dice (to 5 HP per hit die), and the damage of Electric Touch increases to +1d8.
Armor Class 18 (10 + dex + con)
Shutinticle
(Offense): A Child that remains within the broodmother, able to attack creatures adjacent to her as a swift action, though it may not do so often. Does not require milk to sustain.
Shutinticle, Base
Tiny Monstrosity
Armor Class -- (cannot be targeted)
Hit Points: 3*P (d6)
STR 14 (+2), DEX 2 (-4), CON 10 (+0)
Save DC: 8 + your proficiency bonus + Shutinticle's strength modifier
- Simple Creation - A shutinticle may be grown over the course of a long rest instead of a week.
- Hikkikkomori Shutinticle is not birthed normally; or at all, remaining inside you even after fully gestating, as such, it cannot be targeted normally and is immune to area of effect attacks. Shutinticle does not require milk to sustain it, and does not count as an active brood, but does count against brood stock. You may only have one shutinticle active at one time.
- Sneaky Strike (I) – Once per round, free action. Melee weapon attack, strength, reach 10ft, recharge d6 (5-6). Hit: 2 (strength) bludgeoning damage plus 1d6 acid damage.
Maturation: Shutinticle cannot be matured normally.
Toxipus
(Offense): A Child with many tentacles that expels poisonous clouds and can cling to creatures to persistently poison them. Can easily be thrown, but its own attacks are weak.
Toxipus, Base
Small Monstrosity
Armor Class 13 (10 + dex + con)
Hit Points: 4*P (d6)
STR 6 (-2), DEX 14 (+2), CON 12 (+1)
Save DC: 8 + your proficiency bonus + Toxipus's constitution modifier.
- Grappling Expert - While grappling a creature, Toxipus gains the benefits of soft cover from all creatures, and hard cover from the creature it is currently grappling. Toxipus has expertise in all checks made to grapple or escape a grapple. Toxipus will maintain a grapple even without being commanded to, and may be commanded to release a grapple as a free action.
- Tentacles - Melee weapon attack, dexterity, reach 5ft. Hit: 1 bludgeoning damage and the target is grappled (escape DC8 + 2P + DEX). Until this grapple ends, Toxipus cannot use tentacles on another target.
- Poison Stinger (A) - Melee weapon attack, dexterity, reach 5ft. 1d4+2 piercing, 1d6 poison damage.
- Yeetable - Toxipus may be thrown quite easily, acting as a ranged weapon attack (using the thrower's choice of strength or dexterity) with a range of 30/90 ft, and applies both its tentacles and poison stinger attack on a hit, adding the ability score modifier of the one who threw it to the damage dealt. Toxipus may not be used to deal sneak attack damage, or similar effects.
Focus (2 FP): Poison Cloud 15ft cone, 3d8 poison damage. Creatures in the area of poison cloud must make a constitution saving throw. On a failure, they are poisoned and while poisoned take 1d8 points of poison damage at the start of each of their turns, a creature may attempt a new saving throw at the end of each of its turns to end this poisoned condition. If the initial saving throw is a success, they take half damage and are not poisoned. For each additional focus point spent, the initial poison damage increases by +1d8, and the size of the cone increases by +5ft.
Toxipus, Adolescent: Maturation: Age: 1 week. 20gp.
An adolescent toxipus increases its strength score by +4. It increases the damage dice of poison stinger by 1 step (d4 > d6 > d8). It may also deal acid damage instead of poison damage for any of its abilities (chosen when the ability is used).
Armor Class 13 (10 + dex + con)
Toxipus, Adult: Maturation: Age: 1 month. 80gp.
An adult toxipus is medium sized, and increases its strength and constitution scores by +4. It increases the damage dice of poison stinger by 1 step (d6 > d8 > d10). It adds necrotic to the types of damage it may choose from for its abilities that normally deal poison damage. It also gains the crush ability.
Armor Class 15 (10 + dex + con)
- Crush As an action, Toxipus may crush a creature it is grappling, automatically dealing 4d6 points of bludgeoning damage, and adding twice its strength modifier to the damage dealt.
U
Vampierce
(Offense): A Child with sharp tentacles meant to draw blood. Can absorb blood, converting it into magical energy to empower itself.
Vampierce
Small Monstrosity
Armor Class 13 (10 + dex + con); adolescent 14; adult 15
Hit Points: 8*P (d8); adult 11*P (d10)
STR 14 (+2), DEX 14 (+2), CON 12 (+1); adolescent STR 14 (+2), DEX 16 (+3), CON 12 (+1); adult STR 14 (+2), DEX 18 (+4), CON 12 (+1)
Save DC: 8 + your proficiency bonus + Vampierce's dexterity modifier
- Bladed Tentacles - Melee weapon attack, dexterity, reach 10ft. Hit: 1d6 slashing damage. Vampierce may make an additional attack with bladed tentacles when its mother reaches a proficiency bonus of +3 and it uses the attack action.
- Sudden Blade - A creature that moves through vampierce's threatened area provokes an opportunity attack, not just when it leaves its threatened area.
- Bloodlust – Vampierce gains accuracy +1 against living creatures suffering bleed damage, or that have half less than half their maximum hit points. Vampierce may also make opportunity attacks using its own reaction against a creature that triggers bloodlust.
Focus: Draw Blood As bladed tentacles, and at the start of each of its turns, the target takes 1d4 points of bleed damage until it receives any form of healing.
Focus (2 FP): Drink Blood Melee weapon attack, dexterity, reach 5ft. Hit: 3d8 necrotic damage and vampierce gains temporary hit points equal to the damage dealt. For each additional FP spent, the necrotic damage increases by +1d8.
Maturation: An adolescent vampierce gains the Bloodletting trait.
- Bloodletting (A) - Vampierce's natural weapons decrease a creature's maximum hit points by 1 on a successful hit that deals damage. A creature that suffers a reduction in maximum hit points from this ability that exceed its number of hit dice trigger the benefits of Vampierce's Bloodlust ability.
Greater Maturation: An adult vampierce is medium sized and the damage die for its attacks increase by one step (d4 > d6 > d8 > d10), and its bloodletting trait increases from 1 to 1d4.
Wearacyte
Utility
fluff
Wearacyte is Light Armor with an AC bonus of +2 that can be worn by creatures other than you. It has a number of "slots" equal to your proficiency bonus, which may be spent in the following ways. Once selected, a slot may not be changed, and a new wearacyte must be grown instead.
- 1 slot may be spent to grant the wearer the ability to use a weapon from another brood.
- 1 slot may be spent to gain an (A) ability from another brood.
- 2 slots may be spent for a minor brood tinkering ability, which the creature wearing Wearacyte gains while doing so.
- 2 slots may be spent to grant a +1 bonus to AC and saving throws for the wearer, 4 slots for a +2 bonus to AC and saving throws, or 6 slots for a +3 bonus to AC and saving throws.
- 3 slots may be spent for an improved brood tinkering ability, which the creature wearing Wearacyte gains while doing so.
- 4 slots may be spent for a greater brood tinkering ability, which the creature wearing Wearacyte gains while doing so.
In addition, Wearacyte has three charges that may be spent to perform a special action once per round without consuming its wearer's actions. It may spend one charge to make an attack with a granted weapon, to reduce damage the wearer is about to take by 2d10 + your level (this reduction is doubled against fall damage), or to gain a +1d4 bonus to one saving throw or initiative check the wearer makes. One charge may be renewed during a short rest by expending a hit die (separately from healing), and all charges are renewed after completing a long rest.
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