Skip to main content

Swineherd




The Swineherd is more parasite than man now. It still bears a human face of limpid flesh from which its squid-like mantle sprouts. The meaty, pink tube contains all of its still-humanoid guts and comes to a sharp point at the end which is all that remains of fused leg and foot bones. A squirm of tentacles curls away from the swineherd's chin. These six appendages are each as long as a man’s arm with tips adored by bone hooks that were once phalanges.


Scourge Shepherd. Once, the swineherd was a humanoid. That was until the coming of The Pariah. In the grand aberration’s presence, the parasites within the swineherd’s livestock mutated into horrific, squirming horrors. Alas, they were still nigh-undetectable and it wasn’t long before the parasites made their way into human hosts.


Within a victim, the little creatures burrow their way into the victims’ brains, all the while excreting toxins that break down their bones and putrefy the flesh. The mental deterioration also makes the victims more susceptible to the Pariah’s calling. Within a few days, a week at most, the transformation is complete. In a gush of slime, the swineherd sheds what remains of its humanoid form and slithers into the nearest mudpatch or sewer.


It has the infected, twisted pigs to look after, after all.

Swineherd

Medium aberration, chaotic neutral

Armor Class 13 (natural armor)

Hit Points 76 (9d8 + 36)

Speed 30ft

Burrow 30ft

Str 18 Dex 8 Con 19 Int 6 Wis 12 Cha 8

Skills Perception +3, Stealth +1

Damage Resistancespoison, necrotic

Damage Immunities Condition Immunities frightened, poisoned

Senses tremorsense 10ft passive Perception 13

Languages Common, Deep Speech

Challenge 4 (1,100 XP)

Camouflage.

The swineherd has advantage on Dexterity (Stealth) checks made to hide in muddy and urban terrain.

Soothing Aura.

All aberrations of CR 3 or less within 60 ft of the swineherd gain advantage on Wisdom Saving Throws and are immune to the frightened condition.

Actions

Multiattack.

The swineherd makes four pseudopod attacks as one action.

Pseudopod.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Vomit Mud (Recharge 6).

The swineherd sprays a 20ft cone of rancid, parasite-infested mud from its mouth. All creatures within the area of effect must succeed on a DC 14 Dexterity save or take 10 (3d6) necrotic damage and be Blinded until the end of their next turn. In addition, creatures that failed the save are infested with parasites. These parasites function as per the Contagion spell and produce the sale effects as Flesh Rot, though the infestation is not a magical effect but a disease.


If a humanoid creature dies while suffering from this Flesh Rot, a swineherd will wiggle its way from the decaying remains within 1d4 days.

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