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Kruthik Hivelord in Dungeons & Dragons 5e

Kruthik Hivelord

Large monstrosity, unaligned
Armor Class 20 on the top, 16 while prone or knocked over
Hit Points 12d10+36
Speed 40ft Burrow: 20ft Climb: 40ft

STR
19 +4
DEX
16 +3
CON
17 +3
INT
10 0
WIS
14 +2
CHA
10 0

Damage Vulnerabilities Thunder
Damage Resistances Non magical Bludgeoning, piercing, and slashing
Damage Immunities Acid
Senses Darkvision - 60ft   Tremor Sense - 60ft   Passive perception - 11
Languages Kruthik
Challenge 5


Keen Smell. The Kruthik has advantage on wisdom checks (perception) that rely on smell.   Pack tactics. The Kruthik has advantage on an attack roll against a creature if at least one other of its allies is within 5 ft of the target, and that ally isnt incapacitated.   Tunneler. The Kruthik can burrow through solid rock at half its burrowing speed and leaves a 2 1/2 foot diameter tunnel in its wake.   *Weakness* Soft Side. If the Kruthik is knocked prone, or struck by an Aard sign, it is knocked onto its underside. If a Kruthik has been struck while it is turned over, it takes an additional dice of damage from all damage sources. In addition, if a Kruthik Hivelord has just emerged from its cocoon, its armor class is reduced by 4, scaling down 1 for every turn that passes, removing this debuff after 4 turns.


Actions

Stab. Melee weapon attack: +5 to hit, reach 5 ft, one target, Hit (1d6+3 piercing damage)   Spike. Ranged weapon attack: +5 to hit, range 20/60ft, one target, Hit (1d4+3 piercing damage)   Multiattack. Adult Kruthiks can make two attacks on its turn.   Acid Spray (Recharge 5-6). The Kruthik sprays acid in a 15-ft cone. Each creature in that area must make a DC 14 dexterity saving throw, taking 4d10 acid damage upon failure, or half as much on a success.

Reactions

A Kruthik may use its reaction to attempt to block a hit with its legs while it is knocked over. The Kruthik rolls a 1d6, adding the result to its total armor class for that hit only.


 

Chitin covered reptiles that hunt in packs. As they burrow through the earth, these creatures leave tunnels, which is often the first sign of evidence they are around. They communicate in a series of hisses and chittering noises, often heard before they strike their target.

Subterranean Warrens. Any area that has a high heat source.


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