Skip to main content

Silverfish Behemoth




Composed of silvery, chitin segments as large as a human child, the insect crawls across the blighted ruins within which it nests. No doubt this silverfish would only be considered vermin to the gods themselves, for now it is a scouring predator feeding on flesh and magic alike. The behemoth has consumed so many scrolls and spell books that it crackles with an arcane force all its own; a hungering sorcery eager to consume more magical energy. Long antennae hang from its brow, stained red from many meals and often with skulls and other bones spiked by its spines.


History's Bane. So complete is the devastation that The Pariah brings, that his reality-warping abilities effects and employees even the lowest of vermin to its cause. Silverfish, usually content with nibbling on skin cells and demolishing paper, are elevated into veritable war machines. The swarms seek out holy texts, spellbooks and scroll first and foremost, crippling magical opposition to their leperous lord. This glutting bulks the insects quickly as they move onto written histories next, and then the people who read and write them. In time, a few of the silverfish swell to thirty feet in length and become true behemoths.


Silverfish Behemoth

Huge aberration, unaligned

Armor Class 16 (natural armor)

Hit Points 115 (11d12 + 44)

Speed 50ft

Str 21 Dex 13 Con 18 Int 1 Wis 12 Cha 3

Saving Throws Wis +4

Senses tremorsense 30 ft., passive Perception 11

Damage Immunities poison

Condition Immunitiescharmed, frightened

Languages -

Challenge 7 (2900 XP)

Backlash.

Any time the silverfish behemoth succeeds on a save against a spell or is missed by a ranged spell attack, roll on the Wild Magic table and apply the effects as if the silverfish behemoth cast a spell.

Magic Resistance.

The silverfish behemoth has advantage on saving throws against spells and other magical effects.

Sense Magic.

The silverfish behemoth senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack.

The silverfish behemoth can make two antennae attacks as one action.

Antenna.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage. In addition, any creature concentrating on a spell suffers disadvantage on maintaining concentration against the damage of this attack.

Bite.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10+5) piercing damage. In addition, any creature concentrating on a spell suffers disadvantage on maintaining concentration against the damage of this attack.

Consume Magic.

Melee Spell Attack: +8 to hit, reach 60 ft., one target. Hit: Make a Dispel Magic ability roll with a +5 against one spell the target is maintaining or has cast on them. If the spell is dispelled, the creature takes necrotic damage equal to the spell level and the silverfish behemoth regains 1d6 hit points per spell level dispelled.

Optional Rule: Mindfire

After fighting a silverfish behemoth, each character that took damage from the aberration must succeed on a DC 13 Constitution save or contract Mindfire as per the Contagion spell rules.

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