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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Spawn Of Arbeyach/

Spawn Of Arbeyach

Spawn Of Arbeyach

Medium fiend, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 78 (12d8+24)
  • Speed 40 ft., climb 20 ft.
  • STR
    18 (+4)
  • DEX
    15 (+2)
  • CON
    15 (+2)
  • INT
    10 (+0)
  • WIS
    13 (+1)
  • CHA
    12 (+1)
  • Saving Throws Wis +4
  • Skills Perception +4, Stealth +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  • Languages Infernal
  • Challenge 5 (1,800 XP)
  • Hive Mind. Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are.
  • Innate Spellcasting. The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet.

Actions

  • Multiattack. A Spawn of Arbeyach makes one bite attack and two stinger attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.
  • Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

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