Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 9333770" data-attributes="member: 6915329"><p>Here’s the <strong>skittermaw</strong>, a bitty little tentacular horror, because there can never be enough tentacular horrors in the world. It’s small and pretty weak, but that just means they’re good as having as pest monsters in the lair of a fiercer horror, or for using aberrations on lower-level PCs.</p><p></p><p>But here’s the thing. A few issues after this one (in #280), there’s a monster called a <strong>ragewing</strong>, which is <em>incredibly </em>similar to the skittermaw. They’re both Small aberrations, they both are empathic, the skittermaw is poisonous while the skittermaw is a <em>different </em>type of poisonous (it’s from an article on radioactive monsters/aliens from the Barrier Peaks), and where the skittermaw causes panic, the ragewing incites rage. The differences are minor: the skittermaw is a bit more tentacular and has wings; the ragewing is more intelligent and is Chaotic Evil. Both monsters were by James Jacobs; I wonder if he hadn’t realized he had made two very similar critters (maybe one had been submitted <em>way</em> before the other and he had just forgotten) or if this was intentional. So anyway, I’ve blended the two monsters together a bit.</p><p></p><p>[ATTACH=full]360934[/ATTACH]</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)">Skittermaw</span></span></strong></p><p>The Bestiary, Dragon Magazine #274, and Invaders of the Barrier Peaks, Dragon Magazine #280</p><p>Creature by James Jacobs; art by Carlo Arellano</p><p></p><p>About the size and weight of a large watermelon, these bizarre creatures resemble an upside-down spider’s head with a pair of leathery wings attached. They have six multifaceted eyes on their bellies, while the top half of their body sports a pair of twitching, slavering spider fangs. Behind the fangs is a writhing tangle of long, maw-tipped tentacles used to both deliver stings and to communicate amongst themselves. Their body is supported by a mass of long, spindly legs, and they have a long, rat-like tail. Despite their awkward appearance, skittermaws move with a fluid, almost hypnotic grace.</p><p></p><p><strong><em>Spidery Psychics. </em></strong>Despite their bestial appearance, skittermaws are fairly intelligent beings and have mild psychic abilities, allowing them sense other creature’s emotions and to project their own.</p><p></p><p><strong><em>From Poisonous Lands. </em></strong>Skittermaws only dwell in lands that have been blasted by strange magical radiation. The first of them seem to spontaneously generate from that burst of radiation, although it’s more likely that long buried, dormant eggs hatch when exposed to this radiation. Later generations are produced via eggs. They breed in large numbers, and few creatures exist that can cull their numbers—the magical radiation that spawns them usually kills or maims other living creatures in the area, making those places void of most life. As a result, skittermaw packs are always on the move and always looking for prey.</p><p></p><p><strong><em>Magic-Finders. </em></strong>As creatures born from magical radiation and accidents, skittermaws are attracted to magic items. When a flock finds a new item, particularly a permanently-enchanted item rather than a consumable, it surrounds the item, seemingly content to bask in its presence.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>any climate; Bleak Gate, cavern, dungeon, ruin, tomb, Underland</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Legends and Lore</span></span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Skittermaws are small aberrations with the ability to read and alter other creature’s emotions.</p><p></p><p><strong>DC 15.</strong> These creatures can only be found in areas subjected to large amounts of magical radiation and pollution. They seem to be spontaneously generated by these effects.</p><p></p><p><strong>DC 20.</strong> Although easy to kill, skittermaws usually travel in flocks. They remain in constant telepathic contact with one another.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Skittermaw Encounters</span></span></strong></p><p><strong>Challenge Rating 1-2</strong> 1 skittermaw</p><p></p><p><strong>Challenge Rating 3-4</strong> 2 skittermaws</p><p></p><p><strong>Challenge Rating 5-10</strong> 3-5 skittermaws.</p><p><strong><em>Treasure: </em></strong><em>boots of speed, ring of swimming, wand of enemy detection.</em></p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Signs</span></span></strong></p><p>1. The corpses of a group of creatures that seem to have killed each other; with a DC 15 Investigation check, several of the corpses have strange puncture marks on their bodies.</p><p>2. Tiny footprints of a creature with too many legs.</p><p>3. The sound of skittering and buzzing.</p><p>4. What looks like a flock of large birds closing in on the party.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Behavior</span></span></strong></p><p>1. As travelers, approach, they take wing and attack.</p><p>2. Flying around looking for new prey.</p><p>3. A single skittermaw, attached to a humanoid and telepathically giving it orders.</p><p>4. Hovering around a half-buried magic item, absorbing its magical aura.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(41, 105, 176)">Skittermaw</span></span></strong></p><p><strong>Small aberration; Challenge 2 (450 XP)</strong></p><p><strong>AC</strong> 12</p><p><strong>HP</strong> 22 (4d6+8; bloodied 11)</p><p><strong>Speed</strong> 40 ft., climb 40 ft., fly 40 ft.</p><p></p><p><strong>STR</strong> 8 (-1) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 6 (-2) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Insight +2, Perception +2, Stealth +4</p><p><strong>Damage Resistance</strong> fire</p><p><strong>Senses</strong> darkvision 30 ft., passive Perception 14</p><p></p><p><strong>Languages</strong> telepathy 120 ft. (can transmit emotions and thoughts but not words)</p><p></p><p><strong><em>Detect Magic. </em></strong>The skittermaw can detect the presence of magic items within 100 feet.</p><p></p><p><strong><em>Empathic. </em></strong>The skittermaw has a d6 expertise die on Insight checks made to determine a creature’s emotion.</p><p></p><p><strong><em>Pack Tactics. </em></strong>The skittermaw has advantage on attack rolls against a creature if at least one other skittermaw is within 5 feet of the creature and not incapacitated.</p><p></p><p><strong><em>Spider Climb. </em></strong>The skittermaw can climb even on difficult surfaces and upside down on ceilings.</p><p></p><p><strong><em>Toxic Blood. </em></strong>A creature that touches the skittermaw’s blood or hits it with a weapon attack while within 5 feet of the skittermaw must make a DC 12 Constitution saving throw or be poisoned until the end of its next turn.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><strong><em>Multiattack.</em></strong> The skittermaw makes one bite attack and two tentacle attacks.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>4 (1d4+2) piercing damage, and if the target is a creature, the skittermaw attaches itself to it. While attached, the skittermaw has advantage on tentacle attacks made against the creature. A creature can use an action to detach it by making a DC 12 Strength check, and it can detach itself as a bonus action.</p><p></p><p><strong><em>Tentacles. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature it is attached to. <em>Hit: </em>5 (1d6+2) piercing damage plus 5 (1d10) radiant damage, and the skittermaw regains a number of hit points equal to the radiant damage. Additionally, creature must make a DC 12 Wisdom saving throw or suffer from one of the following effects (roll a d10):</p><p></p><p>1-2. The target is charmed by the skittermaw, and while charmed, it will resist attempts to detach the skittermaw.</p><p></p><p>3-4. The target is charmed by the skittermaw, and while charmed, views all creatures other than the skittermaw to be its enemies.</p><p></p><p>5-6. The target is charmed by the skittermaw, and while charmed, can communicate empathically with the skittermaw and views it to be a trusted ally.</p><p></p><p>7-8. The target is frightened, overwhelmed by the skittermaw’s projections of bloodthirst and hunger.</p><p></p><p>9-10. The target is confused, and when randomly choosing a creature to attack, it will never attack the skittermaw.</p><p></p><p>The target may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. The condition also ends early if the skittermaw dies or is detached from the target’s body.</p><p></p><p><strong><em>Light Pulse (Recharges After a Short or Long Rest). </em></strong>The skittermaw emits a burst of light with a radius of 15 feet. Each creature in that area must make a DC 12 Constitution saving throw or be rattled and confused until the end of its next turn. A creature that is blinded automatically makes its save.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Combat</span></span></strong></p><p>Skittermaws shy away from combat, but if forced into it, they lash out with their tentacles and bite. They flee if bloodied.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9333770, member: 6915329"] Here’s the [B]skittermaw[/B], a bitty little tentacular horror, because there can never be enough tentacular horrors in the world. It’s small and pretty weak, but that just means they’re good as having as pest monsters in the lair of a fiercer horror, or for using aberrations on lower-level PCs. But here’s the thing. A few issues after this one (in #280), there’s a monster called a [B]ragewing[/B], which is [I]incredibly [/I]similar to the skittermaw. They’re both Small aberrations, they both are empathic, the skittermaw is poisonous while the skittermaw is a [I]different [/I]type of poisonous (it’s from an article on radioactive monsters/aliens from the Barrier Peaks), and where the skittermaw causes panic, the ragewing incites rage. The differences are minor: the skittermaw is a bit more tentacular and has wings; the ragewing is more intelligent and is Chaotic Evil. Both monsters were by James Jacobs; I wonder if he hadn’t realized he had made two very similar critters (maybe one had been submitted [I]way[/I] before the other and he had just forgotten) or if this was intentional. So anyway, I’ve blended the two monsters together a bit. [ATTACH type="full"]360934[/ATTACH] [B][SIZE=6][COLOR=rgb(41, 105, 176)]Skittermaw[/COLOR][/SIZE][/B] The Bestiary, Dragon Magazine #274, and Invaders of the Barrier Peaks, Dragon Magazine #280 Creature by James Jacobs; art by Carlo Arellano About the size and weight of a large watermelon, these bizarre creatures resemble an upside-down spider’s head with a pair of leathery wings attached. They have six multifaceted eyes on their bellies, while the top half of their body sports a pair of twitching, slavering spider fangs. Behind the fangs is a writhing tangle of long, maw-tipped tentacles used to both deliver stings and to communicate amongst themselves. Their body is supported by a mass of long, spindly legs, and they have a long, rat-like tail. Despite their awkward appearance, skittermaws move with a fluid, almost hypnotic grace. [B][I]Spidery Psychics. [/I][/B]Despite their bestial appearance, skittermaws are fairly intelligent beings and have mild psychic abilities, allowing them sense other creature’s emotions and to project their own. [B][I]From Poisonous Lands. [/I][/B]Skittermaws only dwell in lands that have been blasted by strange magical radiation. The first of them seem to spontaneously generate from that burst of radiation, although it’s more likely that long buried, dormant eggs hatch when exposed to this radiation. Later generations are produced via eggs. They breed in large numbers, and few creatures exist that can cull their numbers—the magical radiation that spawns them usually kills or maims other living creatures in the area, making those places void of most life. As a result, skittermaw packs are always on the move and always looking for prey. [B][I]Magic-Finders. [/I][/B]As creatures born from magical radiation and accidents, skittermaws are attracted to magic items. When a flock finds a new item, particularly a permanently-enchanted item rather than a consumable, it surrounds the item, seemingly content to bask in its presence. [B][I]Climate/Terrain: [/I][/B]any climate; Bleak Gate, cavern, dungeon, ruin, tomb, Underland [B][COLOR=rgb(41, 105, 176)][SIZE=5]Legends and Lore[/SIZE][/COLOR][/B] With an Arcana check, the characters can learn the following: [B]DC 10.[/B] Skittermaws are small aberrations with the ability to read and alter other creature’s emotions. [B]DC 15.[/B] These creatures can only be found in areas subjected to large amounts of magical radiation and pollution. They seem to be spontaneously generated by these effects. [B]DC 20.[/B] Although easy to kill, skittermaws usually travel in flocks. They remain in constant telepathic contact with one another. [B][SIZE=5][COLOR=rgb(41, 105, 176)]Skittermaw Encounters[/COLOR][/SIZE] Challenge Rating 1-2[/B] 1 skittermaw [B]Challenge Rating 3-4[/B] 2 skittermaws [B]Challenge Rating 5-10[/B] 3-5 skittermaws. [B][I]Treasure: [/I][/B][I]boots of speed, ring of swimming, wand of enemy detection.[/I] [B][COLOR=rgb(41, 105, 176)][SIZE=5]Signs[/SIZE][/COLOR][/B] 1. The corpses of a group of creatures that seem to have killed each other; with a DC 15 Investigation check, several of the corpses have strange puncture marks on their bodies. 2. Tiny footprints of a creature with too many legs. 3. The sound of skittering and buzzing. 4. What looks like a flock of large birds closing in on the party. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Behavior[/SIZE][/COLOR][/B] 1. As travelers, approach, they take wing and attack. 2. Flying around looking for new prey. 3. A single skittermaw, attached to a humanoid and telepathically giving it orders. 4. Hovering around a half-buried magic item, absorbing its magical aura. [B][SIZE=7][COLOR=rgb(41, 105, 176)]Skittermaw[/COLOR][/SIZE] Small aberration; Challenge 2 (450 XP) AC[/B] 12 [B]HP[/B] 22 (4d6+8; bloodied 11) [B]Speed[/B] 40 ft., climb 40 ft., fly 40 ft. [B]STR[/B] 8 (-1) [B]DEX[/B] 14 (+2) [B]CON[/B] 14 (+2) [B]INT[/B] 6 (-2) [B]WIS[/B] 10 (+0) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 12 [B]Skills[/B] Insight +2, Perception +2, Stealth +4 [B]Damage Resistance[/B] fire [B]Senses[/B] darkvision 30 ft., passive Perception 14 [B]Languages[/B] telepathy 120 ft. (can transmit emotions and thoughts but not words) [B][I]Detect Magic. [/I][/B]The skittermaw can detect the presence of magic items within 100 feet. [B][I]Empathic. [/I][/B]The skittermaw has a d6 expertise die on Insight checks made to determine a creature’s emotion. [B][I]Pack Tactics. [/I][/B]The skittermaw has advantage on attack rolls against a creature if at least one other skittermaw is within 5 feet of the creature and not incapacitated. [B][I]Spider Climb. [/I][/B]The skittermaw can climb even on difficult surfaces and upside down on ceilings. [B][I]Toxic Blood. [/I][/B]A creature that touches the skittermaw’s blood or hits it with a weapon attack while within 5 feet of the skittermaw must make a DC 12 Constitution saving throw or be poisoned until the end of its next turn. [B][U][SIZE=5]Actions[/SIZE][/U] [I]Multiattack.[/I][/B] The skittermaw makes one bite attack and two tentacle attacks. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]4 (1d4+2) piercing damage, and if the target is a creature, the skittermaw attaches itself to it. While attached, the skittermaw has advantage on tentacle attacks made against the creature. A creature can use an action to detach it by making a DC 12 Strength check, and it can detach itself as a bonus action. [B][I]Tentacles. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one creature it is attached to. [I]Hit: [/I]5 (1d6+2) piercing damage plus 5 (1d10) radiant damage, and the skittermaw regains a number of hit points equal to the radiant damage. Additionally, creature must make a DC 12 Wisdom saving throw or suffer from one of the following effects (roll a d10): 1-2. The target is charmed by the skittermaw, and while charmed, it will resist attempts to detach the skittermaw. 3-4. The target is charmed by the skittermaw, and while charmed, views all creatures other than the skittermaw to be its enemies. 5-6. The target is charmed by the skittermaw, and while charmed, can communicate empathically with the skittermaw and views it to be a trusted ally. 7-8. The target is frightened, overwhelmed by the skittermaw’s projections of bloodthirst and hunger. 9-10. The target is confused, and when randomly choosing a creature to attack, it will never attack the skittermaw. The target may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. The condition also ends early if the skittermaw dies or is detached from the target’s body. [B][I]Light Pulse (Recharges After a Short or Long Rest). [/I][/B]The skittermaw emits a burst of light with a radius of 15 feet. Each creature in that area must make a DC 12 Constitution saving throw or be rattled and confused until the end of its next turn. A creature that is blinded automatically makes its save. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Combat[/SIZE][/COLOR][/B] Skittermaws shy away from combat, but if forced into it, they lash out with their tentacles and bite. They flee if bloodied. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
Top