Mossipede


"These things are incredible, I've derived potions from its venom and blood. Its brain seems to be connected to the others, I think with a little work you could develop a domination potion."

- Garridan Crowley - Master Alchemist.


Alchemical Treasure Trove. The blood of mossipedes can be distilled into a powerful healing potion. The venom has hallucinogenic properties and when oxidised can produce a 'madness gas'.

The cranial fluid has the potential to harness the mossipedes telepathic powers to link two creatures, allowing one to dominate the other. Each creature must ingest the potion and then enter into a charisma contest from which the victor dominates the other.


Hive Mind Hunters. Mossipedes derive their name from their appearance, large centipedes which appear to be covered in moss. They live in large mossy caves to take advantage of their natural camouflage.

In these caves the mossipedes burrow out portions of rock into pit traps and sharpen stone into spikes with their fangs. They then use their telepathy to co-ordinate when prey enters the caves, and their hallucinogenic venom to daze and confuse their quarry into falling victim to the trapped cave.



Mossipede

Tiny aberration, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 115 (21d4 + 63)
  • Speed 25 ft., burrow 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1)

  • Skills Perception +5, Stealth +5
  • Senses blindsight 60ft. (blind beyond this radius), passive Perception 15
  • Languages Mossipede, telepathy 60 ft.
  • Challenge 6 (2,300 XP)

Moss Camouflage. The mossipede has advantage on Dexterity (Stealth) checks made to hide amid moss.

Regeneration. The mossipede regains 10 hit points at the start of its turn. If the mossipede takes cold damage, this trait doesn't function at the start of the mossipede's next turn. The mossipede dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The mossipede makes two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target uses its action to make a melee or ranged attack against a randomly determined creature other than the mossipede. If the target can't attack, it does nothing on its turn.

Created by u/IndirectLemon

Artwork: "Mossipede" © SyFy, Killjoys