Skitterhaunt

This large vermin moves erratically, leaking noxious fluid from its cracked exoskeleton.

Ooze Vermin. This parasitic ooze lives in the shells of monstrous vermin, such as scorpions and spiders, that it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature.

Wide Range of Prey. A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, tosculi, and sometimes even zombies or reptiles.

Hosts Required. Skitterhaunts can’t survive long outside their host creatures; they quickly liquefy and lose their cohesion. A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor.

Skitterhaunt

Large ooze, unaligned
Armor Class 14 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 19 (+4) 1 (-5) 7 (-2) 1 (-5)

Damage Immunities acid
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
Challenge 4 (1,100 XP)

Broken Shell. A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.

Infest Vermin. If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature’s insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze.

Actions

Multiattack. The skitterhaunt makes two claw attacks and one sting attack.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage.

Acid Spray (Recharge 6). The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw.

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