Creatures


Bloodwig

Bloodwig

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Bloodwig
Large Beast (Insect), Unaligned

Armor Class 16 (natural armor)
Hit Points 84 (13d10 + 13)
Speed 40 ft., burrow 20 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
9 (-1)
CHA
3 (-4)

Saving Throws STR +4
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60ft., Tremorsense 20ft., Passive Perception 9
Languages Insectoid
Challenge 3 (700 XP)
Proficiency Bonus +2
Bloodspill Retreat. When the bloodwig takes 21 or more damage from a single attack, bloody mist erupts to form a 10 ft. radius sphere of fog centered on the bloodwig. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Actions

Multiattack. The bloodwig makes four Antenna Barb attacks.
Antenna Barb. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) poison damage.

Chitterling

Chitterling

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Chitterling
Small Beast (Insect), Unaligned

Armor Class 16 (natural armor)
Hit Points 13 (3d6+3)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
12 (+1)
CHA
7 (-2)

Senses Darkvision 60ft., passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Spider Climb. The chitterling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions

Multiattack. The chitterling makes two grip attacks.
Grip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. If the target is a large or smaller creature, the chitterling latches onto them and shares their space. If this attack is a critical hit, the target cannot breathe or speak until the chitterling is removed. The chitterling can be removed with a DC 15 Athletics skill check.

Croproach

Croproach

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Croproach
Tiny Beast (Insect), Unaligned

Armor Class 12 (natural armor)
Hit Points 5 (2d4 + 0)
Speed 20 ft., burrow 20 ft., climb 20 ft.
STR
14 (+2)
DEX
12 (+1)
CON
10 (0)
INT
5 (-3)
WIS
12 (+1)
CHA
3 (-4)

Saving Throws STR +4
Senses Tremorsense 20ft., Passive Perception 11
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Blood Frenzy. The croproach has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Gutfly

Gutfly

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Gutfly
Small Beast (Insect), Unaligned

Armor Class 16 (natural armor)
Hit Points 35 (10d6)
Speed 0 ft., fly 40 ft.
STR
10 (0)
DEX
14 (+2)
CON
10 (0)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (0)

Senses Blindsight 60ft., passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Harry. If the gutfly dealt damage to another creature this turn, it can take the Disengage action as a bonus action.
Actions

Acid Stream. The gutfly exhales a stream of acid, targeting one creature within 15 feet. The creature must make a DC 14 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Poison Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions

Redirect Attack. When a creature the gutfly can see targets it with an attack, the gutfly chooses another insect within 5 feet of it. The two insects swap places, and the chosen insect becomes the target instead.

Kakkerlakk

Kakkerlakk

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Kakkerlakk
Huge Beast (Insect), Unaligned

Armor Class 14 (natural armor)
Hit Points 100 (10d12 + 40)
Speed 50 ft., burrow 10 ft., climb 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
10 (0)
CHA
5 (-3)

Saving Throws STR +6, CON +7
Skills Athletics +6, Perception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Tremosense 30ft., Passive Perception 13
Languages Insectoid
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Grappler. The kakkerakk has advantage on attack rolls against any creature grappled by it.
Iron Carapace. The kakkerakk is immune to piercing damage from any ranged weapon attacks made from more than 15 feet away.
Reactive. The kakkerakk can take one reaction on every turn in a combat.
Actions

Multiattack. The Kakkerlakk makes two attacks: one with its mandibles and one with its pincers.
Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.
Pincers. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage, and the target is grappled (escape DC 16). The kakkerlakk has two pincers, each of which can grapple only one target.
Reactions

Crashing Leap. As a reaction to taking damage, the kakkerlakk may leap a distance of up to 20 feet, landing in any available space. All creatures within 10 feet of where the kakkerlak lands fall prone unless they succeed a DC 14 dexterity saving throw. The kakkerlakk cannot use this ability again until the start of its next turn.

Raptorlisk

Raptorlisk

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Raptorlisk
Huge Beast (Insect), Unaligned

Armor Class 16 (natural armor)
Hit Points 137 (11d12 + 66)
Speed 50 ft., burrow 30 ft., climb 30 ft.
STR
19 (+4)
DEX
18 (+4)
CON
22 (+6)
INT
9 (-1)
WIS
15 (+2)
CHA
8 (-1)

Saving Throws STR +7, WIS +5
Skills Intimidation +5, Perception +3, Stealth +7, Survival +5
Damage Vulnerabilities Fire
Damage Resistances Acid, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 30ft., Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 15
Languages Insectoid
Challenge 8 (3,900 XP)
Proficiency Bonus +3

Legendary Resistance (3/Day). If the raptorlisk fails a saving throw, it can choose to succeed instead.
Actions

Multiattack. The Raptorlisk can use its Frightful Presence. It then makes two attacks: one with its bite and one with its talons.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Talon. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) slashing damage.
Frightful Presence. Each creature of the raptorlisk's choice that is within 120 feet of the raptorlisk and aware of it must succeed on a DC 17 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 raptorlisk's Frightful Presence for the next 24 hours.
Adhesive Bile (Recharge 5-6). The raptorlisk exhales a stream of viscous bile in a 60-foot cone. Each creature in that area must succeed a DC 17 Dexterity saving throw or they are restrained and take 22 (5d8) acid damage (half as much on a success). They (or another creature within 5 feet) can end the condition as an action with a successful DC 17 athletics (strength) skill check.
Swallow. The raptorlisk makes one bite attack against a Medium or smaller target restrained by its adhesive bile. If the attack hits, the target is also swallowed. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the raptorlisk, and it takes 9 (2d8) acid damage at the start of each of the raptorlisk's turns. A raptorlisk can have only one creature swallowed at a time.
If the raptorlisk takes 15 damage or more on a single turn from the swallowed creature, the raptorlisk must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the raptorlisk. If the raptorlisk dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Legendary Actions

The raptorlisk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The raptorlisk regains spent legendary actions at the start of its turn.
Skitter. The raptorlisk moves up to 30 feet. This movement does not provoke opportunity attacks.
Talon (Costs 2 Actions). The raptorlisk makes a talon attack.
Tail Spin (Costs 2 Actions). The raptorlisk whips around in a circle, sweeping the area with its tail. Each creature within 10 feet of the raptorlisk must succeed on a DC 17 Dexterity saving throw or take 4 (1d8) damage and be knocked prone.

Rhinotitan

Rhinotitan

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Rhinotitan
Gargantuan Beast (Insect), Unaligned

Armor Class 18 (natural armor)
Hit Points 116 (8d20 + 32)
Speed 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
3 (-4)
WIS
13 (+1)
CHA
8 (-1)

Saving Throws CON +7, STR +7
Damage Resistances Bludgeoning, Force, Piercing
Senses Darkvision 60ft., passive Perception 11
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Siege Monster. The rhinotitan deals double damage to objects and structures.
Slam. If the rhinotitan moves at least 30 feet straight toward a target then hits it with a gore attack on the same turn, the target is pushed away 15 feet.
Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10+4) piercing damage.

Saifu

Saifu

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Saifu
Medium Beast (Insect), Unaligned

Armor Class 13 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 60 ft., burrow 5 ft.
STR
12 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
13 (+1)
CHA
8 (-1)

Saving Throws DEX +4
Senses Darkvision 120ft., passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Careful Approach. The Saifu doesn't provoke opportunity attacks when leaving a creature's reach.
Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d6+1) piercing damage.
Reactions

Resolve (2/day). If the Saifu takes 15 damage or less that would reduce it to 0 hot points, it is reduced to 1 hit point instead.

Shrapelle

Shrapelle

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Shrapelle
Small Beast (Insect), Unaligned

Armor Class 14 (natural armor)
Hit Points 9 (2d6+2)
Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
11 (0)
CHA
10 (0)

Senses Darkvision 60ft., passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Detonate. When the shrapelle dies, it explodes in a burst of chitin and acid. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Actions

Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) slashing damage. If the target is a creature it is splashed with acid. Until a creature takes an action to clean off the acid, the target takes 3 (1d6) acid damage at the end of each of its turns.

Skerling

Skerling

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Skerling
Large Beast (Insect), Unaligned

Armor Class 14 (natural armor)
Hit Points 61 (8d10 + 16)
Speed 50 ft., burrow 30 ft., climb 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
10 (0)
CHA
5 (-3)

Saving Throws STR +4, DEX +4
Skills Athletics +4, Perception +4, Stealth +4
Damage Immunities Fire
Senses Tremorsense 60 ft., passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the skerling is reduced to 0 hit points, it makes a final stinger attack against a randomly determined creature within its reach. If there is no creature within its reach, the skerling does nothing.
Hive Mind. The skerling has advantage on an attack roll against a creature if at least one of the skerling's allies is within 10 feet of the creature and the ally isn't incapacitated.
Strider. The skerling can take the Disengage or Hide action as a bonus action on each of its turns. The skerling ignores rough terrain.
Actions

Multiattack. The skerling makes two attacks: one with its claws and one with its stinger.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) bludgeoning damage.
Stinger. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12+2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 19 (3d12) poison damage on a failed save, or half as much damage on a successful one.

Slooper

Slooper

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Slooper
Small Beast (Insect), Unaligned

Armor Class 15 (natural armor)
Hit Points 7 (2d6)
Speed 0 ft., fly 40 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (0)
INT
10 (0)
WIS
8 (-1)
CHA
8 (-1)

Senses Darkvision 60ft., passive Perception 9
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Harry. If the slooper dealt damage to another creature this turn, it can take the Disengage action as a bonus action.
Actions

Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Swarm of Croproaches

Swarm of Croproaches

2 sentence basic description.

2 sentence specific detail.

3-4 sentence detailed description.

Swarm of Croproaches
Large swarm of Tiny beasts, Unaligned

Armor Class 13 (natural armor)
Hit Points 60 (11d10 + 0)
Speed 20 ft., burrow 20 ft., climb 20 ft.
STR
18 (+4)
DEX
14 (+2)
CON
10 (0)
INT
5 (-3)
WIS
12 (+1)
CHA
3 (-4)

Saving Throws STR +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, prone, Restrained, Stunned
Senses Tremorsense 60ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Blood Frenzy. The swarm of croproaches has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Pick Clean. If the swarm starts its turn in the same space as a dead creature that is Huge or smaller, the corpse is destroyed, leaving behind only equipment and bones.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny croproach. The swarm can’t regain hit points or gain temporary hit points.
Actions

Consume. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 20 (3d10+4) piercing damage, or 9 (1d10+4) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, a croproach burrows into its body and the creature takes 5 (1d10) damage at the start of each of its turns. Any creature can use an action to kill or remove the croproach with a melee weapon that deals slashing damage.