fluff quote
character snippet a
character snippet b
character snippet c
in-universe style class description
An Army of One
(How many use their Brood)
| d8 | How do you view your brood? |
| 1 | The Greenmother gifts them their souls, as she gifted me the power to create their vessels. |
| 2 | They are mindless dolls, and operate on command, but not intelligence. |
| 3 | They are an extension of my body and my will, not separate from me. |
| 4 | I don't worry about their mind or soul; they are tools. |
| 5 | I'm uncertain about how close they are to true children, and so I shall treat them as if they were. |
| 6 | They are my children, and I care for them deeply. |
| 7 | They are my creations, and I will use them as I wish. |
| 8 | I try not to think about it too much. |
Chosen of the Greenmother
(role in society; healers, midwives, and protectors)
| Level | Prof. Bonus | Special | Brood Stock | FP |
| 1 | +2 | Brood Creation, Knit Flesh | 4 | 2 |
| 2 | +2 | Brood Modifications, Utility Brood | 4 | 5 |
| 3 | +2 | Mother's Calling | 4 | 7 |
| 4 | +2 | Resilience, ASI | 5 | 10 |
| 5 | +3 | Independent Actions, Knit Flesh +1d8 | 5 | 12 |
| 6 | +3 | Call Feature | 5 | 15 |
| 7 | +3 | Mature Brood; ASI | 6 | 17 |
| 8 | +3 | Brood Tinkering (Improved) | 6 | 20 |
| 9 | +4 | Call Feature | 6 | 22 |
| 10 | +4 | ASI, Knit Flesh +2d8 | 7 | 25 |
| 11 | +4 | Resilience (two uses), Extra Utility | 7 | 27 |
| 12 | +4 | Greater Brood Maturation | 7 | 30 |
| 13 | +5 | Brood Tinkering (Greater); ASI | 8 | 32 |
| 14 | +5 | Call Feature | 8 | 35 |
| 15 | +5 | Knit Flesh +3d8 | 8 | 37 |
| 16 | +5 | ASI | 8 | 40 |
| 17 | +6 | Greater Independent Actions | 9 | 42 |
| 18 | +6 | Resilience (three uses) | 9 | 45 |
| 19 | +6 | Epic Boon, ASI | 9 | 47 |
| 20 | +6 | Factory of Life, Knit Flesh +4d8 | 9 | 50 |
Health Die: d12
Hit points at 1st level: 12 + constitution score
Hit points each level beyond: 7 + constitution modifier
Proficiencies:
Armor: Unarmored Defense (Constitution)
Weapons: Choose three of Axes, Bows, Clubs, Daggers, Unarmed, Whips
Saving Throws: Constitution, Charisma
Skills: Medicine and choose two of Athletics, Handle Animal, Intimidation, Nature, Survival
Tools: Healer's Kit, Midwife's Supplies
Starting Equipment:
- A battle axe and 3 hand axes, or a Shortbow with 20 arrows
- A quarterstaff, dagger, and sling with 10 bullets, or a whip and a wooden shield
- An explorer's pack and simple clothes, or scholar's pack and fine clothes, or feral traveler's pack and body paint.
- A healer's kit, midwife's supplies, a basic cleanliness kit, and 5 days rations.
Creating a Broodmother
The broodmother is a versatile utility class, able to fill different roles in a party as needed, depending on her children. While the Broodmother herself is a support-focused Defender, children can be birthed to fill other roles with a fair degree of competence. A Broodmother's subclass allow her to diversify even further, making her an attractive class choice for advanced players looking for a deep toolbox. Call of the Blood being a straightforward upgrade to her own combat abilities, Call of the Breast being both defensive and healing based to improve the survivability of herself and allies, Call of the Maw to increase her potent battlefield control, and finally Call of the Womb to further increase her adaptability by improving even her non-brood allies.
1st Level
Brood Creation
Through various means, a broodmother has learned how to create what are effectively puppets from her own flesh. Beginning the process of gestating a child requires no real action, though you choose the type of Child at the very start and cannot change this decision.
- A Child usually takes 1 week to fully gestate into its base state (some may take more time or less time, as noted in its entry) and you may gestate multiple Childs simultaneously. You may birth a fully gestated Child as a full action, but it cannot take any actions until the start of your next turn.
- A Child does not have its own intelligence, wisdom, or charisma; it itself is a mindless creature controlled by your psionic connection with rudimentary programming. A Child is immune to the charmed and frightened conditions, and has resistance against psychic damage. When attempting a saving throw using one of these scores, use your relevant ability score in its place.
- A Child has a maximum range it may move from you; past which it cannot receive direction from you and attempts to return to the best of its ability, or simply falls over inert if it cannot do so within 1d4 rounds. This range is 20ft times your proficiency bonus.
- Your maximum number of active Childs is shown above. If you would exceed this number by birthing a new Child, then you choose one to deactivate. You may also deactivate active Childs at-will (unless they have the independent brood or mental awakening tinkering abilities). You may choose to leave a corpse, or have the body melt when deactivating a Child.
- Your limit on active and reserve Childs is separate. You may have a total number of Childs gestating or reserved based on your brood stock limit as shown above, and you may have a maximum number of active brood equal to your proficiency bonus.
- Unless noted otherwise, a Child eats the normal amount of food for a creature of its size. Alternatively, you may feed a Child with your blood, suffering 2 points of HP burn to provide it nutrition as if it ate filling rations for a day.
A Child is only mildly autonomous, it will move as you command without requiring action from you but will only take the dodge or help action on its turn, unless commanded to take another action as a bonus action. You may make commands mentally or verbally; it will also obey verbal commands to move or Help from your allies if it has not received command from you otherwise. A Child has the normal amount of actions for a creature, one standard action, one swift action, one reaction, and one move action, and it cannot exceed this number of actions even if you have enough commands.
As a swift action, you may also mentally connect with a Child within your range, applying a "Focus" state to it that lasts as long as you concentrate (you only risk losing this concentration if you take damage, not if your brood does). While a Child has focus, it gains the following benefits.
- It has access to its focus actions, which you must spend the listed action and focus points to command it to use.
- It gains proficiency with all weapons with which you are proficient.
- When it takes damage, you may choose to reduce the damage it takes by any amount, sacrificing an equal amount of your focus points or your own hit points instead. You may heal this hit point damage as normal.
- You may spend a standard action to view through the Child's senses, losing your own while you do so. Ending this ability requires no action.
Focus Points
You have a pool of points known as focus points (FP) as shown on the chart above, adding your wisdom modifier at each level (similar to calculating hit points) . These focus points are used to activate the Focus abilities of your brood, as well as a few other class features. You may also expend your hit points in place of focus points (even if the ability does not specify this), reducing your maximum HP by an equal amount. This reduction to your maximum HP lasts until you complete a long rest and regain your FP as normal.
When taking a short rest, you may spend your hit dice to instead roll your focus die to recover focus points. This die is a d4, and you add your wisdom modifier to the roll to determine the amount recovered.
Knit Flesh:
You know a rudimentary version of the biomancy art mend flesh, allowing you to heal a creature with a touch using their own body's resources to close their wounds. As a standard action, you may touch a creature, allowing them to spend any number of hit dice (up to your proficiency bonus) and immediately heal the amount rolled. You add your wisdom modifier instead of the target's constitution modifier to determine the healing done. This ability counts as a black biomancy art.
Starting at 5th level, you may spend 2 FP when casting knit flesh to add an extra hit die of healing. The target does not need to spend any extra hit dice, and the die granted by spending FP is a d8. At 10th level, you may spend a further 2 FP to grant another extra hit die, and increasing the amount again at 15th and 20th levels.
Utility Brood. You gain an additional active brood slot that may only be used for maintaining a utility brood. These brood may have stripped down abilities compared to normal, or may only be used as utility brood. At 11th level, you may have one additional active utility brood.
4th, 7th, 10th, 13th, 16th, 19th Level
Ability Score Increase: You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.
4th Level
Resilience: If you fail a saving throw, you can re-roll it with a bonus equal to your proficiency bonus. You must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice before a long rest starting at level 11, and three times before a long rest starting at level 18.
5th Level
Independent Action: Your brood has some measure of independence, granting the following benefits.
- Once per round, you may command one of your active Childs to take a standard action that does not require focus. This must still obey the limits on number of actions each of your childs has. You may use this twice per round at 11th level, and three times per round at 17th level.
- As a standard action, you may command one of your active Childs to use one of its focus actions even if you do not have active focus on it. At 17th level, you may command up to two of your active Childs in this way.
- You may command a Child you have Focus on to use one of its focus action by spending a swift action on your turn instead of a standard action. A child you have Focus on doubles the maximum distance from you that it can remain active. At 17th level, you do not need to spend any of your actions to command a Child you have Focus on.
7th Level
Matured Brood: You may improve a currently active Child over the course of a night's rest, improving it to its adolescent stage.
At 12th level, you may improve a currently active adolescent Child to its mature stage over the course of a night's rest. A matured Child also counts against your broodstock.
19th Level
Epic Boon: You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fortitude, Recovery, or Speed are suggested.
20th Level
Factory of Life: You reduce the time it takes you to gestate a Child down to a single long rest (or a short rest for Childs with the Simple Creation trait). Your number of active and utility brood available increase by +2 each, and your maximum broodstock increases by +4.
Natural Body: Your ability score maximum is increased by +6, and you may increase any two of your ability scores of choice by +2 each, or one ability score of choice by +4. You may change the ability score increase from this ability after completing a week's rest.
Mother's Calling
At 3rd level, you receive your true calling, focusing on specific aspects of your nature as a broodmother.
Call of the Blood Your calling is one of war; you and your Childs are weapons first and foremost. You gain proficiency in four weapon groups of your choice, and you may use your constitution score in place of your strength score when making weapon attacks.
3rd Level
Combat Focus – Whenever you change Focus from one of your active Childs, you may choose to have it retain all the benefits of Focus for 1 round afterward. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.
Weapon Mastery – Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
6th Level
Coordination – If at least one of your brood is adjacent to the same creature as you, you may spend a swift action to gain a +1d4 bonus to the next attack roll you or that Child makes against it.
Extra Attack – Whenever you take the Attack action, you may make two attacks.
9th Level
Dual Focus – You may apply Focus to two of your Childs simultaneously, but may not take actions on your own while doing so, only actions to command your Childs or move.
Extended Focus – When using Combat Focus, its duration is increased by +1 round.
14th Level
Endless Focus – If you have no uses of Combat Focus available when you roll initiative, you regain 1 use.
Extended Focus – When using Combat Focus, its duration is increased by +1 round.
Call of the Maw Your calling is one of hunger unending, allowing you to devour other creatures whole in place of nurturing new life. You gain a bite natural attack at 1d8, and you may use your constitution modifier for attack and damage rolls with this bite.
3rd Level
Devour Prey – You can grapple a creature with your bite, and attempt to swallow a creature you have grappled. This swallow attempt is the same as making another grapple, except the target becomes restrained and unable to be targeted except by abilities that do not require line of effect as they are placed into your stomach. At the start of each of its turns it begins in your stomach, the swallowed creature takes bludgeoning damage equal to your constitution modifier, and 2d6 acid damage. This acid damage increases by +1d6 when your proficiency bonus increases (the number of dice is equal to your proficiency bonus), and it may attempt to escape as if escaping a grapple, but suffers disadvantage to its attempts. Whenever a creature dies in your stomach, you may regain a hit die if its CR is no less than half your level, and you may immediately transfer its soul into a Mearor or begin gestating a Mearor with its soul. Your stomach's capacity counts against your broodstock (so you cannot swallow a creature if your broodstock is full). A creature one size larger than you counts as 2 creatures for your stomach's capacity, and creatures two or more sizes smaller than you don't count against it at all. See the Carniphage's Consume ability
6th Level
Consume Brood – You may eat one of your Childs as an action, digesting them quickly and recovering the resources spent on them. You immediately heal hit points equal to twice your proficiency bonus and recover a hit die (regardless of the number of hit dice the brood had), and may immediately spend any number of hit dice to heal additional hit points. You may also consume a willing creature in this manner and digest them over the course of a minute, healing hit points at the start of each of your turns equal to the digesting creature's proficiency bonus, though the creature must have a number of hit dice at least equal to your proficiency bonus for you to regain a hit die.
Tentacles of the Boundary – As a standard action, you may summon a sticky, black tentacle to a space you can see. If a creature is in that space, it must make a dexterity saving throw or become grappled by the tentacle on a failure. If the saving throw is successful, the tentacle is instead summoned in a free adjacent space. You may command this tentacle to grapple a creature within 10 feet of it as a move action, using your constitution modifier as its strength modifier and it is treated as a medium creature. A grappled creature takes acid damage equal to your proficiency bonus at the end of each of your turns, and you may command any number of your active tentacles to constrict the creature it is grappling as a bonus action, dealing 2d8 points of bludgeoning damage. You may use this ability to summon a tentacle a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.
9th Level
Expanded Stomach – You treat your broodstock as 4 higher to determine how many creatures you may have swallowed at one time.
Powerful Tentacles – Your tentacles of the boundary deal an additional +2d8 points of bludgeoning damage with their constrict, and have advantage on all rolls made to grapple a creature.
14th Level
Pull into the Boundary – Creatures grappled by your tentacles of the boundary may, instead of being constricted, be pulled through space directly into your stomach as if you had swallowed them. To escape from your stomach, they must first escape the grapple by the tentacle (after which it dissipates) before they can attempt to escape from your stomach.
Call of the Womb Your calling is to produce young, even above other broodmothers' ability. Your broodstock maximum increases by 2 (this does not affect your amount of active Childs).
3rd Level
Biomancy Adept – You learn the art of biomancy, altering the bodies of others as you do your Childs. As a standard action, you may touch a creature to grant it the benefits of a minor brood tinkering ability for 10 minutes. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest. A creature may attempt a constitution saving throw to avoid being affected by biomancy adept; the ability's use is still expended even on a successful saving throw. You may also create a permanent graft by having it instead count against your maximum broodstock; each permanent graft counts as a gestating Child, but you must touch the target creature again in order to remove the graft to reclaim the broodstock (if the target creature dies, you recover the broodstock after 1 day if you cannot touch it).
6th Level
Biomancy Talent – When using Brood Tinkering, you may apply an additional minor brood tinkering ability that is only active while that Child has Focus.
Return to the Womb – You may absorb a willing, unconscious, or recently deceased (as revivify) creature into your womb (etc. As hibernation, but cannot use sacrifice. A dead creature must become a Mearor, but a willing creature may also choose to become one to gain brood tinkering abilities, but they lose any previous species abilities they may have had before). You may change the selected effect from Biomancy Talent by reusing Return to the Womb on the subject again.
9th Level
Deepened Womb – Your broodstock maximum increases by +2 (this does not affect your amount of active Childs).
Emancipation – You may apply Independent Brood or Improved Digestive Tract or both to any of your Childs you choose without them otherwise counting against their brood tinkering abilities.
14th Level
Advanced Biomancy Talent – When using Biomancy Talent, you may instead apply an additional improved brood tinkering ability rather than a minor brood tinkering ability.
19th Level
Bottomless Womb – You may choose to gain the following epic boon: You increase one ability score by +1, to a maximum of 30. Your broodstock maximum doubles. When creating a permanent graft with biomancy adept, you may apply an improved brood tinkering ability, though it counts as 2 broodstock instead of 1.
Brood Tinkering
When you begin incubating a Child, you may select one ability from the following list and apply it to that Child. You also gain the Hibernation and Sacrifice Brood abilities.
Hibernation: You may return a Child to your body if you have broodstock available. It no longer needs milk to sustain it, and it is healed to full hit points if you complete a long rest while it is in hibernation (it also regrows any lost body parts and is cured of any non-magical poisons and diseases). You may birth it again at any point, though it only gains any benefit if you complete a rest. You may use Sacrifice Brood on a hibernating Child, treating its incubation time as 1 week regardless of its actual age.
Sacrifice Brood: You dissolve an incubating Child and repurpose its resources, either (a) healing yourself by rolling up to half of the sacrificed brood's hit dice (or 1 hit die if the brood is less than 50% incubated), or (b) altering it into another type of brood and applying half the incubation time to this new brood's development.
Minor Tinkering
- Armored Brood: The Child increases its unarmored AC by +1, and may apply a maximum of +3 to AC from its dexterity modifier.
- Hybrid Brood: If you have appropriate material to do so, you may grant features from another species to your brood, such as making it an entirely different species, or removing one of your species's traits and replacing it with one from the source material.
- Infused Weapons: Choose cold-iron, silver, or magic. The Child's natural weapons overcome any damage resistance or immunities based on the selected option.
- Limbless Brood: The Child has no limbs; is one size smaller, has a hampered movement speed, and cannot use traits or abilities that require limbs. You may apply two additional minor tinkering traits to a limbless brood. A limbless brood with the skilled brood (acrobatics) or (athletics) ability is capable of hopping at normal speed.
- Limb-ed Brood: The Child is granted limbs if they normally would not have them, treated as basic prosthetics (walking speed of 30 feet, regular manipulators).
- Quickened Brood: The Child fully gestates over a single long rest instead of a week, or a week instead of a month. You suffer one level of exhaustion after producing a quickened brood after a long rest.
- Skilled Brood: The Child gains proficiency in one skill or tool of your choice; you use your mental ability scores in place of its own. This ability may be taken multiple times, each time applying to a different skill. As a Child only has your knowledge, certain skills may not be appropriate for this ability.
- Squishy Brood: The Child can squeeze into a space as little as one inch, and share space with another creature one size smaller than it, or another Child with this ability.
- Tough Brood: The Child increases its maximum hit points by +3, plus additional hit points equal to twice your proficiency bonus.
8th Level
You may now apply either two minor tinkering abilities or one improved tinkering ability.
Improved Tinkering
- Agile Brood: The Child gains expertise in dexterity saving throws and increases all of its speeds by +10ft.
- Altered Brood: You may swap an ability marked (A) with that of another Child's base form. This is not applicable on all Childs.
- Flying Brood: The Child gains your choice of winged flight at its walking speed, or a non-winged flight at 20ft. A Child with winged flight must move at least 10ft each round it is flying, or it falls at the end of your turn.
- Hardy Brood: The Child gains expertise in constitution saving throws, and you gain advantage to concentration checks to maintain Focus on it.
- Independent Brood: The Child requires no significant action to command and has access to its focus actions, but you cannot spend your focus points or hit points on it (and cannot apply Focus to it at all), instead it draws from its own hit points to pay any focus point costs. It gains one additional hit die per 2 it possessed at base, but continues to use your proficiency bonus. Independent Brood requires the Child at least be Adolescent to apply, and may not be changed out except for Mental Awakening after it has been applied.
- Limb Armor: The Child's limbs become extra armored. It gains a +2 bonus to AC, as if wielding a shield.
- Networking Brood: You may determine the maximum range from yourself a Child may go from you as originating from a Child with this ability, so long as it is within range of you. If you are killed while you have a networking brood active, you may persist and command your brood as normally until the networking brood dies (either by starvation or other means).
- Potent Brood: You increase the maximum FP you can spend on the Child's Focus abilities by +2.
- Precocious Brood: The Child is born as an adolescent. This tinkering ability cannot be swapped by any means.
- Strong Brood: The Child gains expertise in strength saving throws, deals +1d4 damage with its melee attacks, and doubles its carrying capacity.
13th Level
You may now apply tinkering abilities in one of the following ways. Three minor abilities, or one minor and one improved ability, or one greater tinkering ability.
Greater Tinkering
- Augmented Brood: Choose strength, dexterity, or constitution. The Child gains a +2 increase to the selected ability score.
- Adolescent Alteration: As Altered Brood, but may grant an Alter ability from an Adolescent form.
- Greater Precocious Brood: The Child is born as an Adult. This tinkering ability cannot be swapped by any means.
- Mental Awakening: The Child gains a mind of its own and does not count against your number of active Childs nor your broodstock. Distribute 14, 10, and 8 (or roll randomly) as you wish between its intelligence, wisdom, and charisma scores, and give it additional hit die until it has up to your level -2, and uses its new proficiency bonus based on its new hit dice. It can fully act on its own (with its own initiative), and has access to its Focus actions, but you cannot spend your focus points or hit points on it (nor can you apply Focus to it), instead it has four focus points per hit die and draws from its own focus points or hit points to pay any focus point costs. Upon maturing to an Adult, it becomes fully independent. This tinkering ability may not be changed out after it is applied.
- Powerful Brood – Treat your proficiency bonus as +1 higher when determining all of the Child's parameters (such as hit dice, attacks, focus point limit). It requires twice the normal milk for nourishment.
Childs
A Child gains the type and minor traits from your own lineage (or, under certain circumstances, another lineage), such as movement speeds, senses, and other traits based on physical features. They do not gain traits that grant spells or other magical abilities. The base stats for a Child assume the mother is medium; if the mother is a different size, then Child's size is adjusted by the same relative degree.
Though you use your actions to command them, a Child still has the same number of actions possible in a turn. One action, one move action, one swift action, and one reaction. Unless otherwise noted, using a Child's reaction uses your own reaction. An action marked with an (I) after the name of the ability can be performed without requiring an action to command it, but does still count against that Child's number of actions.
A Child possesses a single attunement slot and may use magic items normally if commanded to. You may donate one of your attunement slots to a Child if you desire.
A base form Child requires only one serving of milk a day, while an adolescent requires two, and an adult requires three. If you are killed, any gestating brood you have inside you are also killed, even if you are later returned to life, but any active Childs remain so, and you are capable of commanding them for up to 1 minute after your body's death. Some Childs have special abilities that supersede this (such as Mearor's extra life or the Gebroon's parting gift.)
Aromace
Defender/Debuff
[Fluff]
(uses pheromones to fascinate enemies and can buff allies to inflict charm if they are attacked. Can also spray short-range capsiacin blasts to debuff foes)
Banigna
Control/Utility Food
A Child that purifies organic material it is fed, turning it into edible substances. In combat, it can attack creatures that move through its area (increasing with maturity), though it is immobile. Due to processing material, does not require milk to sustain.
Stats
Medium Monstrosity
Armor Class 14 (10 + con); adolescent 15; adult 16
Hit Points: 5 + 10*P (d8+4); adolescent 10 + 11*P; adult 15 + 12*P
base STR 10 (+0), DEX 6 (-2), CON 18 (+4); adolescent STR 12 (+1), DEX 8 (-1), CON 20 (+5); mature STR 14 (+2), DEX 10 (+0), CON 22 (+6)
Save DC: 8 + your proficiency bonus + Banigna's constitution modifier
Abilities
- Composting – Banigna can convert spoiled, fouled, rotten, poisoned, or otherwise unwanted organic material, turning it into more useful matter for a variety of purposes. Both the original and converted product must be organic in nature, and creating rare or magical products might be difficult or impossible without proper knowledge of Banigna's mother. This conversion process requires energy, and this is usually extracted from the sacrificed material as nutrition. So long as it is fed material, Banigna is able to sustain itself without milk from its mother. (Refer to the Salvaging rules, with Banigna able to produce material that is not normally available for salvage.)
- Goodberry – Banigna produces 1d4+1 fruits each day it sustains itself naturally. It may also choose to produce these fruits as a product of its composting ability, and regardless of the source material, these fruits are safe for consumption by any creature that is capable of eating food, sustaining that creature as if it drank Banigna's mother's milk (other Childs do not gain nutrition from this ability).
- Roots (I)– As a standard action, Banigna may send roots into the ground, which is required to use its composting ability. While rooted, Banigna's speed becomes 0ft and is difficult to move otherwise; a creature attempting to do so must make a strength check against Banigna's save DC to uproot it first.
Focus (2 FP): Entangle – While Banigna is rooted, you may select a 10 foot radius area within 30 feet of Banigna when using this ability. That area becomes difficult terrain for creatures other than you or your brood, and any creatures in the area when this ability is used must succeed on a dexterity saving throw or become restrained. A creature restrained by this ability may spend its standard action to attempt a strength saving throw to free itself, or deal slashing damage to the restraints, which have hit points equal to 3 * Banigna's hit dice, and an armor class equal to her own. This ability lasts until you select a new area, choose to end it, or Banigna is uprooted (willingly or not); a creature attempting to uproot Banigna while Entangle is active suffers disadvantage to its strength check to do so. For every additional FP spent, the range from banigna increases by +10ft and the radius increases by +5ft.
Focus (2 FP): Spike Growth (I) – Whenever a creature you are aware of enters a space within 30 feet of Banigna, you may choose to force that creature to make a dexterity saving throw. On a failure, the creature takes 3d4 points of piercing damage, adding Banigna's constitution modifier to the damage dealt, and the creature's speed is halved until the end of its next turn. Banigna may use this ability a number of times each round equal to your proficiency bonus, and a creature may be targeted multiple times in a turn (its speed may only be reduced by this ability once simultaneously). For every additional FP spent, the damage of spike growth increases by +1d4
Maturation: An adolescent banigna gains the Sustaining Milk modification (without counting against its other modifications), and the damage die of spike growth increases by one step (d4 > d6).
Greater Maturation: A mature banigna produces twice as many fruits with its goodberry ability, and may sustain other childs with them. While not rooted, it increases its speed by +10ft, and it gains a constrict attack at 1d8, adding its constitution modifier to the damage dealt.
Utility: A utility banigna does not gain entangle or spike growth, and its ability scores do not increase with maturation.
Carrionette
Utility/Defender
(implanted in a corpse or helpless creature, it then controls them at your command. HP is capped based on PB, and uses your PB instead of controlled creature)
Carrionette has no stats as a creature. It has 5 hit points, an AC of 12, and a saving throw bonus of +0. A carrionette counts as a utility brood, even if it is controlling another creature.
Abilities
Drillgore
Defender/Assault
Normally placid and calm, a drillgore is perfectly attuned to its mother's innate capacity for violence, allowing it to channel it with just the most basic of sustained mental contact.
[+Stats]
Small Monstrosity; adolescent/mature Medium Monstrosity
Armor Class 12 (10 + dex + con)
Hit Points 5 + 6*P (d8+1); adolescent 10 + 7*P (d8+2); mature 15 + 7*P
STR 16 (+3), DEX 12 (+1), CON 12 (+1); adolescent STR 18 (+4), DEX 12 (+1), CON 14 (+2); mature STR 22 (+6), DEX 14 (+2), CON 14 (+2)
Save DC: 8 + your proficiency bonus + drillgore's strength modifier
Abilities
- Pacifism – Drillgore cannot be commanded to attack and will not make offensive reactions unless under the effects of Berserker.
- Axial Claws – Melee weapon attack, strength, reach 5ft. Hit: 1d4+3 piercing damage, and the target gains 1 axial wound. A creature may have a maximum number of axial wounds equal to your proficiency bonus, and any axial wounds on a creature are removed if drillgore does not attack it for 1 turn (hit or miss). Axial claws deal +1d4 damage for each axial wound on a creature, and have Reliable damage equal to the number of axial wounds on the creature it is attacking.
- Shield of Claws (A) – When attacking, Drillgore gains temporary hit points equal to its strength modifier plus your proficiency bonus plus the number of axial wounds on the creature it is attacking, the creature it is attacking suffers difficulty +1 to attack Drillgore, and all other creatures gain accuracy +1 to attack Drillgore.
Focus: Berserker – Unlike other focus abilities, Berserker does not require an action to activate. So long as Drillgore has focus, it will attack without the need to command it, targeting the closest creature (excluding yourself or your brood) unless commanded to either attack a specific creature as a move action or to not attack as a swift action. Drillgore will not charge targets unless directed to or if its target ceases to be a valid target (such as by dying or being out of reach), and will follow its previous target if it is able to for up to one round (changing targets if it is unable to reach, determined before it moves), regardless if the terrain is difficult or hazardous. You may spend a move action to command Drillgore to move or attack a specific creature within its reach, overriding its normal random targeting.
Maturation: An adolescent drillgore becomes medium sized, and gains the Focused Assault ability.
- Focus: Focused Assault – You may spend 2 FP as a standard action to mark a target for Drillgore to prioritize. Drillgore will move to attack that target to the best of its ability, and may attack a marked target twice when using the attack action. If you spend 5 FP instead, Drillgore may attack three times when using the attack action against a marked target. You may only have one target marked by focused assault at one time, and the mark lasts for 1 hour, until the target is killed, or you mark a different target.
Greater Maturation: An adult drillgore increases the damage dice of its axial claws by one step (d4 > d6), including the bonus damage from axial wounds.
E
Fidew
Defender/Controller
A defensive oriented Child, who's specialty is locking down enemies and protecting nearby allies with its reflexive attacks and long reaching tentacles that secrete a sticky slime.
Stats
Small Monstrosity
Armor Class 13 (10 + dex + con)
Hit Points: 5 + 7*P (d8+2); adolescent 10 + 8*P (d10+2); mature 15 + 9*P (d10+3)
STR 14 (+2), DEX 12 (+1), CON 14 (+2); adolescent STR 16 (+3), DEX 14 (+2), CON 14 (+2); mature STR 18 (+4), DEX 14 (+2), CON 16 (+3)
Save DC: 8 + your proficiency bonus + Fidew's strength modifier
- Interception (A) – Whenever a creature within 10 feet of Fidew, excluding itself, takes damage from a weapon attack, Fidew may expend an opportunity attack to reduce that damage taken by 2d8 + your proficiency bonus.
- Sentinel (I) – Fidew is capable of making opportunity attacks without your reaction and will take them as directed using its sticky tentacles. It may make a number of opportunity attacks each round equal to your proficiency bonus.
- Slime Armor – As a move action, you may command Fidew to produce a protective slime, increasing its AC by +2 and granting it 5 temporary hit points and resistance to both fire and acid damage. This AC bonus and resistance lasts until these temporary hit points have been used. You may spend FP with this command, increasing the temporary hit points by +5 per FP spent.
- Sticky Tentacles – Melee weapon attack, strength, reach 10ft. Hit: 1d6 bludgeoning + 2 (constitution) poison damage and the target's speed is reduced by 10ft until the end of its next turn.
Focus (1FP): Slime Snare – Melee weapon attack, constitution, reach 10ft. Hit: 1d6 acid damage, the target is ensnared as if by a net, and takes 1d4 poison damage at the start of each of its turns it is entangled. For every +1 FP spent, the acid damage increases by +1d6, the poison damage increases by +1, and the net's strength (athletics) DC increases by +1 and its HP increases by +2.
Maturation: An adolescent fidew is medium sized and uses d10s for its hit dice. The damage die for sticky tentacles and slime snare increases by one step (d4 > d6 > d8), and the amount of incoming damage Interception reduces is improved to 3d8 + your proficiency bonus.
Greater Maturation: An adult fidew increases its reach with all of its attacks by +5ft, and the amount of incoming damage Interception reduces is improved to 4d8 + your proficiency bonus.
Gebroon
Sacrifice Artillery
Effectively just an ambulatory explosive, Gebroons are designed to be fast and easy to create. However, this design feature comes at the cost of their innate life-support systems, as such, they cannot even partake of sustaining milk or magical foodstuffs to allow them to last for more than a day after activation. Even so, many broodmothers will keep at least one on standby for emergency situations where one needs an explosion or acid.
Stats
Tiny Monstrosity
Armor Class 14 (10 + dex)
Hit Points: 1*P (d6)
STR 4 (-3), DEX 18 (+4), CON 4 (-3)
Save DC: 8 + your proficiency bonus + Gebroon's dexterity modifier
- Simple Creation A Gebroon may be grown over the course of a long rest instead of a week. Gebroon cannot be matured, nor can it be fed any food (including your milk).
- Precocious A Gebroon can act immediately on the turn it is birthed, usually taking a move action and using evasive maneuvers to get where it's directed.
- Evasive Maneuvers (I) – A gebroon gains a +10ft increase to its movement speed. Gebroon may use either the dash or withdraw actions once per round without requiring an action.
- Death Wish - You may command a gebroon to reduce its AC by 8 (or return it to normal) as a free action. While this reduction is active, any hostile creature that can make an opportunity attack against it must do so unless it succeeds on a will saving throw.
- Parting Gift (I) - If a gebroon is killed, it automatically uses its Self Destruct ability (with no option to spend FP on it), even if it does not have Focus active. If you are killed with any number of fully grown gebroon in your broodstock, they are all immediately birthed and seek out your killer if you were aware of them, or towards any threats that you or they could/can perceive.
Focus (0 FP): Self Destruct (A) The gebroon ruptures sacs within its body, mixing substances together to form a sticky goop that is not only flammable, but caustic. Igniting shortly after contact with air, the goop spreads in a 10ft burst from where the gebroon detonated, and creatures within the area suffer 2d8 fire damage and must succeed on a dexterity saving throw or be covered in the goop. Creatures so covered take 1d4 fire damage and 1d4 acid damage at the start of each of their turns for 1 minute, or until they remove it by spending a standard action to attempt a DC10 dexterity check. For every FP spent on self destruct, the initial fire damage increases by +2, and for every 2 FP spent the persistent fire and acid damage increase by +1d4 each. The initial fire damage also increases by +1d8 each time your proficiency bonus increases (the number of dice being equal to your proficiency bonus).
Maturation: Gebroon cannot be matured, but their self-destruct may be altered in one of the following ways. Only Gebroon may have these alternate self-destruct abilities, even if self-destruct is grafted onto another Child.
- Freezing Burst – The gebroon's explosion deals cold damage instead of fire damage, and instead of dealing acid damage, affected targets must make a strength saving throw or have its movement speed halved until the chilling gel is removed. While covered in the chilling gel, the target suffers vulnerability to cold damage, unless it is immune to cold damage.
- Toxic Burst – The gebroon's explosion deals 2d10 poison damage instead of fire damage, and as long as they are covered in toxic goop, they are poisoned and take 1d10 poison damage at the start of each of their turns. A dexterity saving throw avoids being covered in goop.
Honeyose
Sacrifice Healing
[fluff]
(steal Naho's healing ability)
Naho may touch a creature as a standard action and heal it for up to 10 points of damage, taking half (rounded up) of that amount onto itself (you may use FP in place of hit point damage as normal for this transference). For every additional FP spent, the maximum amount of damage transferred increases by 5. Naho may also spend any stored biomass when performing transfusion, healing the target additional hit points equal to the roll plus Naho's constitution modifier for each die spent this way.
Adolescent: Its transfusion gains the following effect: A creature that has been healed by transfusion heals hit points equal to the FP spent at the start of each of its turns for 1 minute.
Mature: The maximum amount of damage that can be transferred with Transfusion is doubled (to 10 points per FP spent).
Ignight
Utility (Camping)/Support
(Allows watch to be kept by its mother while she sleeps. Provides warmth and light in a radius, and protects against extreme cold, darkness, damp, and sleep effects.)
J
K
Looksey
Utility Scouting
(Utility); A Child with keen senses that can go further from the broodmother than most, though is more frail due to the focus on senses and signal strength.
Stats
Small Monstrosity
Armor Class 13 (10 + dex + con)
Hit Points: 6*P (d8)
STR 6 (-2), DEX 14 (+2), CON 13 (+1)
Save DC: 8 + your proficiency bonus + Looksey's dexterity modifier
Abilities
- Claws - Melee weapon attack, dexterity, reach 5ft. On hit: 1d4+2 piercing damage.
- Camouflage (A) - Looksey may attempt to hide even if only lightly obscured, and gains accuracy +2 to stealth checks.
- Independence - Looksey may go twice as long between feedings as normal, has an active range three times the normal range, and is capable of acting for 1d4+2 rounds after losing contact with its broodmother, using all of its actions to get back into contact to the best of its ability.
- Evasive Maneuvers (I) - A looksey gains a +10ft increase to its movement speeds. Looksey may use either the dash or withdraw actions once per round without requiring an action.
Focus: Sneak Attack - Looksey gains the ability to sneak attack as a rogue, dealing +1d6 damage.
Maturation: Age: 1 week. 100gp.
An adolescent Looksey increases its dexterity and constitution scores by +2, gains expertise in stealth, and it may make two claw attacks as part of the same attack. Its sneak attack improves to become a number of dice equal to your proficiency bonus. It gains the Hellcat Skin focus ability.
Focus (3 FP): Hellcat Skin - Looksey gains the benefits of greater invisibility as a non-magical effect for 1 minute. After this duration is over, it loses its nourished status and gains one level of fatigue until it is fed (restoring the nourished status) and completes a long rest.
Greater Maturation: Age: 1 month. 200gp.
An adult Looksey increases its dexterity score by +4. It may use its hellcat skin ability a number of times equal to your proficiency bonus before it loses its nourished status and gains a level of fatigue.
Mearor
(Special): A Child that can ferry a recently fallen creature's soul within it, allowing them to be reborn.
Mearor, Base
Small or Medium Monstrosity
Armor Class 12 (10 + dex + con)
Hit Points: 6*P (d8)
STR 12 (+1), DEX 12 (+1), CON 12 (+1)
Save DC: 8 + your proficiency bonus + your wisdom modifier
- Non-combatant - Mearor has no natural weapons, nor any native capabilities to fight if it is not currently housing a soul. It may fight normally when Focus is applied to it.
- Store Soul (I) - Mearor may touch the corpse of a creature that has been dead no more than 10 minutes and begin transferring that creature's soul to itself if the creature would be willing. This process takes 1 minute to perform, and afterward that creature gains control of the mearor, effectively becoming it. However, until the reagents are spent and the incorporation process is performed, the target creature retains Mearor's physical ability scores and hit dice, and its proficiency bonus is halved (rounded up) for all effects. It still uses your proficiency bonus to determine its hit dice. While storing a soul, you may not use Focus on a Mearor.
- Extra Life (I) – If you are killed while you have a Mearor active or a fully gestated mearor in your broodstock, the mearor may immediately use its store soul ability on you (it is birthed first if it is not currently active, replacing one of your currently active brood if it would place you over your limit).
Focus: Mimic Form - Mearor can take the appearance of a creature you have seen, as if disguise self were cast, except it is a non-magical transmutation effect with no limit on its duration. Though the disguise is retained if Focus is removed, it will slowly revert over the course of 10 minutes, and it will not act on its own.
Maturation: Mearor cannot be matured normally. Instead, if reagents worth 200gp are used and a process is performed over a long rest, the mearor fully incorporates the stored soul and becomes an independent being, effectively returning the original creature to life but as a member of the broodmother's species (unless Hybrid Brood is applied).
Naho
Utility Healing
A spare womb, to help share the burden of growing your brood. In fact, it is full of spare parts that can be used as needed.
Stats
Medium Monstrosity
Armor Class 14 (10 + dex + con)
Hit Points: 5 + 10*P (d12+3); adolescent 10 + 11*P (d12+4); mature 15 + 12*P (d12+5)
STR 6 (-2), DEX 12 (+1), CON 16 (+3); adolescent STR 8 (-1), DEX 12 (+1), CON 18 (+4); mature STR 10 (+0), DEX 14 (+2), CON 20 (+5)
Save DC: 8 + your proficiency bonus + Naho's constitution modifier
Abilities
- Advanced Development - Naho takes 1 month to gestate rather than 1 week.
- Independence – Naho's maximum range from you is 100ft times your proficiency bonus instead of the normal limit. Your other brood may also treat Naho as you to determine the range at which they can be active, but not for issuing direct commands.
- Spare Womb - Naho may be used to gestate other Childs (using your broodstock limit), keeping them safe from effects that may harm you.
- Produce Biomass – In place of gestating Childs, Naho may grow undifferentiated organic matter that may be used as hit dice for itself (these hit die are the same size as its own). Naho may generate 1 hit die of biomass each day, with these hit die counting against your brood stock at a rate of 2 brood stock per 3 hit dice of biomass. If Naho has biomass hit die available, it may spend a reaction when taking damage to roll one hit die worth of biomass to heal itself before or after taking that damage.
- Transfusion - Naho may transfuse some of its biomass into a willing or unconscious creature, granting hit dice to that creature up to its usual maximum number. This process takes 1 minute, and requires Naho to spend its own hit dice to donate them. The infused creature may only spend these donated hit dice to recover health (either by resting or abilities or arts that restore health), and they use Naho's constitution modifier as well as being d12s.
Maturation: An adolescent Naho has a personal broodstock of 1 (improving your total), which is doubled for its produce biomass ability.
Greater Maturation: An adult Naho increases its personal broodstock by an additional +1 over the adolescent version.
Utility: Naho always counts as a utility brood.
O
Pitooey
(Ranged); A Child with slow movement, but is capable of performing ranged attacks.
Pitooey, Base
Small Monstrosity
Armor Class 14 (10 + dex + con)
Hit Points: 6*P (d8)
STR 8 (-1), DEX 16 (+3), CON 12 (+1)
Save DC: 8 + your proficiency bonus + Pitooey's dexterity modifier
- Launch Barbs (A) Ranged weapon attack, dexterity, range 20ft/60ft. Hit: 1d6+3 piercing damage.
- Marking Ranged weapon attack, dexterity, range 20ft/60ft. May be used a number of times equal to your proficiency bonus, regaining all expended uses when initiative is rolled. On-Hit: 3 (dexterity) piercing damage and the next attack roll against that target gains accuracy +1, in addition, all physical damage against a mark target deal +1 piercing damage for 1 round.
Focus (2 FP): Multi-Attack Pitooey may use launch barbs twice as part of the same attack action. For every additional FP spent, it may use launch barbs an additional time as part of the same attack action. Marking can be used in place of any of these attacks.
Maturation: Age: 1 week. 80gp.
An adolescent pitooey increases its dexterity score by +2, the range of its launch barbs and marking by +20ft, and the damage die of launch barbs by 1 step (d6 > d8). Marking's bonus damage increases to +1d4 piercing damage.
Armor Class 15 (10 + dex + con)
Greater Maturation: Age: 1 month. 300gp.
An adult pitooey is medium sized, and increases its dexterity score by +4. The range of its launch barbs increases by +40ft, and the damage die of launch barbs increases by 1 step (d6 > d8).
Armor Class 17 (10 + dex + con)
Q
Retalanx
(Defense, Electricity); An active defense that punishes attackers and restricts movement of key targets.
Retalanx, Base
Small Monstrosity
Armor Class 15 (10 + dex + con)
Hit Points 8*P (d10)
STR 7 (-2), DEX 16 (+3), CON 14 (+2)
Save DC: 8 + your proficiency bonus + retalanx's constitution modifier
- Electric Touch (A) – Retalanx's natural weapons deal additional lightning damage equal to your proficiency bonus.
- Wire Whip – Melee weapon attack, dexterity, reach 15ft. Hit: 1d4+3 piercing damage, and the target cannot move more than 15ft from Retalanx unless it suceeds on an opposed strength check to move Retalanx with it, or a dexterity (medicine) check against retalanx's save DC as a swift action to remove the tether, or it or another creature deals sufficient slashing damage to destroy the tether (AC equal to Retalanx's with 2 HP per Retalanx's hit die). At the start of each of its turns while tethered by wire whip, a creature suffers the damage from Electric Touch. Retalanx may have up to three creatures tethered with wire whip at one time. The wire whip tether counts as attacking retalanx, but does not deal damage to it.
- Coercion – Any creature within reach of wire whip that attacks any creature other than retalanx provokes an opportunity attack from retalanx (using your reaction).
- Zapping Coercion (I) – Retalanx may make the opportunity attack from coercion without consuming your reaction if it is against a creature that is currently tethered by wire whip. Zapping coercion used in this way automatically hits, and deals 3d8 points of lightning damage instead of wire whip's normal damage (though it still applies Electric Touch).
Focus (2 FP): Charge Coercion – Retalanx may use zapping coercion once within the next minute without needing to spend its reaction. For every 2 additional FP spent, the number of zapping coercion uses increases by +1. For every FP spent on Charge Coercion, the damage dealt by the charged uses of zapping coercion increases by +1d8.
Focus: Retaliation – A creature that hits retalanx in melee takes damage from Electric Touch, and it may spend a use of zapping coercion granted by charge coercion to add the bonus lightning damage to this.
Maturation: Age: 1 week. 150gp.
An adolescent retalanx is medium sized, and increases its physical ability scores by +2 each. Electric Touch's damage increases by +1d4, and wire whip's HP increases by +1 for each of its hit dice.
Armor Class 17 (10 + dex + con)
Greater Maturation: Age: 1 month. 300gp.
An adult retalanx increases its strength score by +8 and its dexterity score by +2, the reach and tether of its wire whip by 5ft, the HP of its wire whip by an additional +2 for each of its hit dice (to 5 HP per hit die), and the damage of Electric Touch increases to +1d8.
Armor Class 18 (10 + dex + con)
Shutinticle
(Offense): A Child that remains within the broodmother, able to attack creatures adjacent to her as a swift action, though it may not do so often. Does not require milk to sustain.
Shutinticle, Base
Tiny Monstrosity
Armor Class -- (cannot be targeted)
Hit Points: 3*P (d6)
STR 14 (+2), DEX 2 (-4), CON 10 (+0)
Save DC: 8 + your proficiency bonus + Shutinticle's strength modifier
- Simple Creation - A shutinticle may be grown over the course of a long rest instead of a week.
- Hikkikkomori Shutinticle is not birthed normally; or at all, remaining inside you even after fully gestating, as such, it cannot be targeted normally and is immune to area of effect attacks. Shutinticle does not require milk to sustain it, and does not count as an active brood, but does count against brood stock. You may only have one shutinticle active at one time.
- Sneaky Strike (I) – Once per round, free action. Melee weapon attack, strength, reach 10ft, recharge d6 (5-6). Hit: 2 (strength) bludgeoning damage plus 1d6 acid damage.
Maturation: Shutinticle cannot be matured normally.
Toxipus
(Offense): A Child with many tentacles that expels poisonous clouds and can cling to creatures to persistently poison them. Can easily be thrown, but its own attacks are weak.
Toxipus, Base
Small Monstrosity
Armor Class 13 (10 + dex + con)
Hit Points: 4*P (d6)
STR 6 (-2), DEX 14 (+2), CON 12 (+1)
Save DC: 8 + your proficiency bonus + Toxipus's constitution modifier.
- Grappling Expert - While grappling a creature, Toxipus gains the benefits of soft cover from all creatures, and hard cover from the creature it is currently grappling. Toxipus has expertise in all checks made to grapple or escape a grapple. Toxipus will maintain a grapple even without being commanded to, and may be commanded to release a grapple as a free action.
- Tentacles - Melee weapon attack, dexterity, reach 5ft. Hit: 1 bludgeoning damage and the target is grappled (escape DC8 + 2P + DEX). Until this grapple ends, Toxipus cannot use tentacles on another target.
- Poison Stinger (A) - Melee weapon attack, dexterity, reach 5ft. 1d4+2 piercing, 1d6 poison damage.
- Yeetable - Toxipus may be thrown quite easily, acting as a ranged weapon attack (using the thrower's choice of strength or dexterity) with a range of 30/90 ft, and applies both its tentacles and poison stinger attack on a hit, adding the ability score modifier of the one who threw it to the damage dealt. Toxipus may not be used to deal sneak attack damage, or similar effects.
Focus (2 FP): Poison Cloud 15ft cone, 3d8 poison damage. Creatures in the area of poison cloud must make a constitution saving throw. On a failure, they are poisoned and while poisoned take 1d8 points of poison damage at the start of each of their turns, a creature may attempt a new saving throw at the end of each of its turns to end this poisoned condition. If the initial saving throw is a success, they take half damage and are not poisoned. For each additional focus point spent, the initial poison damage increases by +1d8, and the size of the cone increases by +5ft.
Toxipus, Adolescent: Maturation: Age: 1 week. 20gp.
An adolescent toxipus increases its strength score by +4. It increases the damage dice of poison stinger by 1 step (d4 > d6 > d8). It may also deal acid damage instead of poison damage for any of its abilities (chosen when the ability is used).
Armor Class 13 (10 + dex + con)
Toxipus, Adult: Maturation: Age: 1 month. 80gp.
An adult toxipus is medium sized, and increases its strength and constitution scores by +4. It increases the damage dice of poison stinger by 1 step (d6 > d8 > d10). It adds necrotic to the types of damage it may choose from for its abilities that normally deal poison damage. It also gains the crush ability.
Armor Class 15 (10 + dex + con)
- Crush As an action, Toxipus may crush a creature it is grappling, automatically dealing 4d6 points of bludgeoning damage, and adding twice its strength modifier to the damage dealt.
U
Vampierce
(Offense): A Child with sharp tentacles meant to draw blood. Can absorb blood, converting it into magical energy to empower itself.
Vampierce
Small Monstrosity
Armor Class 13 (10 + dex + con); adolescent 14; adult 15
Hit Points: 8*P (d8); adult 11*P (d10)
STR 14 (+2), DEX 14 (+2), CON 12 (+1); adolescent STR 14 (+2), DEX 16 (+3), CON 12 (+1); adult STR 14 (+2), DEX 18 (+4), CON 12 (+1)
Save DC: 8 + your proficiency bonus + Vampierce's dexterity modifier
- Bladed Tentacles - Melee weapon attack, dexterity, reach 10ft. Hit: 1d6 slashing damage. Vampierce may make an additional attack with bladed tentacles when its mother reaches a proficiency bonus of +3 and it uses the attack action.
- Sudden Blade - A creature that moves through vampierce's threatened area provokes an opportunity attack, not just when it leaves its threatened area.
- Bloodlust – Vampierce gains accuracy +1 against living creatures suffering bleed damage, or that have half less than half their maximum hit points. Vampierce may also make opportunity attacks using its own reaction against a creature that triggers bloodlust.
Focus: Draw Blood As bladed tentacles, and at the start of each of its turns, the target takes 1d4 points of bleed damage until it receives any form of healing.
Focus (2 FP): Drink Blood Melee weapon attack, dexterity, reach 5ft. Hit: 3d8 necrotic damage and vampierce gains temporary hit points equal to the damage dealt. For each additional FP spent, the necrotic damage increases by +1d8.
Maturation: An adolescent vampierce gains the Bloodletting trait.
- Bloodletting (A) - Vampierce's natural weapons decrease a creature's maximum hit points by 1 on a successful hit that deals damage. A creature that suffers a reduction in maximum hit points from this ability that exceed its number of hit dice trigger the benefits of Vampierce's Bloodlust ability.
Greater Maturation: An adult vampierce is medium sized and the damage die for its attacks increase by one step (d4 > d6 > d8 > d10), and its bloodletting trait increases from 1 to 1d4.
Wearacyte
Utility
[fluff; it's a living carapace/armor]
(stats not as a creature, but as equipment)
X
Y
Z