The gerridan are large intelligent water strider insect folk that live in a hive colony. They are found primarily underground in large water-filled caverns. They avoid all contact with other species.
The gerridan queen fully commands the drones of the hive using telepathic communication. This makes them a very dangerous enemy when angered. Generally, when threatened, the gerridan will use their water casting abilities to isolate the threat and retreat. The one obvious exception to this is when eggs or gerridlings are harmed. This is generally considered an act of war against the hive, and the entire hive will fight to the death.
Armor Class 19 (natural armor)
Hit Points 123 (13d10 +52)
Speed 30ft., climb 30ft., water walk 30ft.
STR 16 (+3) DEX 16 (+3) CON 18 (+4) INT 13 (+1) WIS 14 (+2) CHA 12(+1)
Senses water sense 120ft. (Can sense any motion in the water within range)
Languages Undercommon (understand only), telepathy
Challenge estimated 8
Unsleeper: Gerridan do not sleep and can't be put to sleep magically.
Innate Spellcasting: The Gerridan can cast the following spells using Wisdom (DC 13):
Spider Climb: The gerridan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Water Walk: The gerridan can walk on water as if it were a solid surface.
Glow: Gerridan have glowing patterns in their skin that glow cyan in color for dim light over 15 ft radius.
Sunlight Sensitivity: While in sunlight, the gerridan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Water Web: As an action a gerridan can create a web reaching from the surface of the water within 10 feet to a target within 40 feet. A DC 18 DEX save is required for a target to dodge the web. The web attaches its target to the water surface and anchors it. Water webs do not move with the water surface. A DC 17 STR(Athletics) check is require to break free of a web. The webs ave AC 12, 20 HP, and are vulnerable to fire.
Multiattack: The gerridan makes three attacks, with its sword-like arms
Swordarms. The gerridan can use their sword-like arms to make Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d8 + 3) slashing damage.
Huge monstrosity, lawful neutral
Hit Points 136 (13d12 +52)
Challenge estimated 10
Hulk: Because of the queen's altered size, she has advantage on all grapple checks and checks to avoid grapples.
Deposit Eggs: Using two actions, the queen can deposit eggs on a solid surface. These eggs will hatch into gerridlings in 2d8 days. Until hatched, the gerridan queen knows the state of the eggs through a telepathic link.
Legendary Actions
Psychic Retribution: If the queen or a member of her hive is harmed (including eggs), the queen may strike out with a psychic surge. The surge is a +8 ranged psionic attack that deals 6d8+3 psychic damage. If sanity rules are in play, it may also deal direct sanity damage. The surge can be activated once per round after any member of her hive is harmed. This does not use the queen's reaction.
Crush: If the queen is harmed, she may as a reaction immediately attempt to crush one enemy within 5 ft. of her. This is a +10 attack that deals 6d8+6 bludgeoning damage on a hit.
Armor Class 14 (natural armor)
Hit Points 28 (3d10 +52)
Speed 30ft., climb 30ft., water walk 30ft.
STR 10 (+0) DEX 10 (+0) CON 18 (+4) INT 10 (+0) WIS 8 (-1) CHA 11(+0)
Senses blindsense 120ft.
Languages telepathy
Challenge estimated 3
Feed: Gerridlings, when hatched, feed psychically as an action on any creatures within 100 ft using a ranged psionic attack. The victim must make a DC 17 Wisdom save or they take 3d10 pychic damage. This damage can be used to heal the gerridling for an equal number of hit points or can be used to sustain its growth. After 100 hit points of psychic damage have been reserved for growth, the garridling transforms into a gerridan drone as an action taking 1 round. Gerridlings transform from size tiny to size small when the growth reserve reaches 50 hit points.
The gerridan queen fully commands the drones of the hive using telepathic communication. This makes them a very dangerous enemy when angered. Generally, when threatened, the gerridan will use their water casting abilities to isolate the threat and retreat. The one obvious exception to this is when eggs or gerridlings are harmed. This is generally considered an act of war against the hive, and the entire hive will fight to the death.
Gerridan Drone
Large monstrosity, lawful neutralArmor Class 19 (natural armor)
Hit Points 123 (13d10 +52)
Speed 30ft., climb 30ft., water walk 30ft.
STR 16 (+3) DEX 16 (+3) CON 18 (+4) INT 13 (+1) WIS 14 (+2) CHA 12(+1)
Senses water sense 120ft. (Can sense any motion in the water within range)
Languages Undercommon (understand only), telepathy
Challenge estimated 8
Unsleeper: Gerridan do not sleep and can't be put to sleep magically.
Innate Spellcasting: The Gerridan can cast the following spells using Wisdom (DC 13):
- Water Wall at will with no spell components
- Watery Sphere 3 times per day
Spider Climb: The gerridan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Water Walk: The gerridan can walk on water as if it were a solid surface.
Glow: Gerridan have glowing patterns in their skin that glow cyan in color for dim light over 15 ft radius.
Sunlight Sensitivity: While in sunlight, the gerridan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Water Web: As an action a gerridan can create a web reaching from the surface of the water within 10 feet to a target within 40 feet. A DC 18 DEX save is required for a target to dodge the web. The web attaches its target to the water surface and anchors it. Water webs do not move with the water surface. A DC 17 STR(Athletics) check is require to break free of a web. The webs ave AC 12, 20 HP, and are vulnerable to fire.
Multiattack: The gerridan makes three attacks, with its sword-like arms
Swordarms. The gerridan can use their sword-like arms to make Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d8 + 3) slashing damage.
Gerridan Queen
(same stats as above with following alterations)Huge monstrosity, lawful neutral
Hit Points 136 (13d12 +52)
Challenge estimated 10
Hulk: Because of the queen's altered size, she has advantage on all grapple checks and checks to avoid grapples.
Deposit Eggs: Using two actions, the queen can deposit eggs on a solid surface. These eggs will hatch into gerridlings in 2d8 days. Until hatched, the gerridan queen knows the state of the eggs through a telepathic link.
Legendary Actions
Psychic Retribution: If the queen or a member of her hive is harmed (including eggs), the queen may strike out with a psychic surge. The surge is a +8 ranged psionic attack that deals 6d8+3 psychic damage. If sanity rules are in play, it may also deal direct sanity damage. The surge can be activated once per round after any member of her hive is harmed. This does not use the queen's reaction.
Crush: If the queen is harmed, she may as a reaction immediately attempt to crush one enemy within 5 ft. of her. This is a +10 attack that deals 6d8+6 bludgeoning damage on a hit.
Gerridling
Tiny / Small monstrosity, lawful neutralArmor Class 14 (natural armor)
Hit Points 28 (3d10 +52)
Speed 30ft., climb 30ft., water walk 30ft.
STR 10 (+0) DEX 10 (+0) CON 18 (+4) INT 10 (+0) WIS 8 (-1) CHA 11(+0)
Senses blindsense 120ft.
Languages telepathy
Challenge estimated 3
Feed: Gerridlings, when hatched, feed psychically as an action on any creatures within 100 ft using a ranged psionic attack. The victim must make a DC 17 Wisdom save or they take 3d10 pychic damage. This damage can be used to heal the gerridling for an equal number of hit points or can be used to sustain its growth. After 100 hit points of psychic damage have been reserved for growth, the garridling transforms into a gerridan drone as an action taking 1 round. Gerridlings transform from size tiny to size small when the growth reserve reaches 50 hit points.
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