Skip to main content

Chewing Swarm




Little more than globes of anonymous flesh and teeth the tiny anathemas making up a chewing swarm are disgusting to behold and terrifying to face. Flowing effortlessly over its prey the swarm rarely seeks to devour it outright, but rather slither into its orifices or bite out new ones if necessary. Once inside they uses the warm insides as a sort of spawning pool. Though, the chewers rapidly bud instead of following any natural lifecycle. The new chewers need something to fuel their growth and the victim’s organs are the perfect treat. Within minutes a new chewing swarms ruptures out of the creatures internal cavity, ready to propagate. The swarm leaves behind a wake of burst corpses and greasy trails in its wake.

Mouther Kin: The origins of the chewing swarms can be traced back to, unsurprisingly, a mad wizard. The woman wasn’t always unhinged but as she studied the origins of unnamable horrors her mind fragmented. She delved deep into summoning all manners of abominations for study, cataloging their feeding habits and 'interactions' with other humanoids. The last part of her sanity to go was a sense of self-preservation. The wizard attempted to turn herself into an aberrant creature to best understand the objects of her obsession. After injecting herself with a concoction comprised of gibbering mouther spore she writhed in blinding pain as her body broke apart from the inside out until nothing remained but the first chewing swarm..

Chewing Swarm

Medium swarm of tiny abberations, choatic evil

Armor Class 12 (natural armor)

Hit Points 54 (10d8+10)

Speed 30ft

Str 9 Dex 14 Con 12 Int 7 Wis 15 Cha 14

Damage Reistances bludgeoning, piercing, slashing

Condition Immunities charmed, confused, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 30ft, passive Perception 12

Languages -

Challenge 5 (1800 XP)

Gibbering

The chewing babbles incoherently while it can see any creature and isn't Incapacitated. Each creature that starts its turn within 20 feet of the swarm and can hear the gibbering must succeed on a DC 13 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or Bonus Action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

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 creature. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites

Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 20 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer

Infest (Recharge 6)

The chewing swarm initiates a grapple attempt against a large or smaller creature with a +5 bonus. If successful the creature gains the grappled and blinded condition and must make a DC 13 Intelligence save as some of the swarm pushes into the creature's body via the mouth, nose, and eyes. On failure, the creature falls under the sway of the swarm as per Dominate Monster and the grapple immediately ends. On success, the mouther swarm continues to grapple and bite the creature. If the creature is reduced to 0 hit points while still dominated, a new chewing swarm bursts from its corpse in 1d4 days. If a greater Restoration spell or similar effect is used on a dominated creature this effect ends; the creature is poisoned until the end of its next turn as it expels dead chewers from its body. If the original chewing swarm dies and the creature is still dominated it reacts as oer the Gibbering ability above until slain, or cured.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned