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.