Cootie Monster

Cootie Monster

Dumbest D&D / Midjourney

Cootie Monster

Medium Aberration, Chaotic Evil


Armor Class
14 (natural armor)
Hit Points
85 (9d12 + 27)
Speed
30 ft., climb 30 ft.
Saving Throws
DEX +6
Skills
Stealth +6

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 11 (+0) 11 (+0) 11 (+0)

Condition Immunities
Senses
Darkvision 60 ft., passive Perception 10
Languages
Deep Speech, Undercommon
Challenge
5 (1,800 XP)

Slippery. The cootie monster has advantage on saving throws against being grappled.

Infectious Bite. Whenever the cootie monster hits a creature with its bite attack, the target must succeed on a DC 14 Constitution saving throw or become infected with disease. Until the disease is cured, the target can’t regain hit points except through magical healing and the target’s hit point maximum is reduced by 10 (3d6) every 24 hours. If the target’s hit point maximum drops to 0, it dies. A lesser restoration spell or similar magic can cure the disease.

Spellcasting. The cootie monster can cast the following spells: 1/day each: confusion, invisibility

Actions

Multiattack. The cootie monster can make two attacks: one with its Primary Ability Attack and one with its Secondary Ability Attack.

Infected Bite. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become infected with disease. Until the disease is cured, the target can’t regain hit points except through magical healing and the target’s hit point maximum is reduced by 10 (3d6) every 24 hours. If the target’s hit point maximum drops to 0, it dies. A lesser restoration or similar magic can cure the disease.

Invisible Ambush. Melee Attack: +8 to hit, reach 10 ft., one target affected by the creature’s Primary Ability Attack. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature and the cootie monster has used its Invisibility spellcasting ability, the target must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the cootie monster’s next turn.

Slippery Escape. The cootie monster uses its Slippery ability. Until the start of its next turn, the cootie monster has advantage on all ability checks and saving throws made to escape a grapple or restrained condition. The cootie monster then moves up to half its speed without provoking an opportunity attack.

 

 

Cootie Monster

Cootie Monster Minion

Dumbest D&D / Midjourney

Cootie Monster Minion

Tiny aberration, unaligned


Armor Class
18 (natural armor)
Hit Points
11 (2d8 + 2)
Speed
30 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 12 (+1) 1 (-5) 3 (-4) 1 (-5)

Condition Immunities
Senses
Blindsight 10 ft., passive Perception 6
Languages
Challenge
1/2 (100 XP)

Evasive Leap. When the Cootie Monster is targeted by a melee attack, it can use its reaction to leap out of the way. The attack misses.

Contagious Bite. Any creature that takes piercing damage from the Cootie Monster’s bite attack must make a DC 10 Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Projectile Spit. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 5 (1d8 + 1) acid damage.

Bump. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) bludgeoning damage and the target must succeed on a DC 10 Strength saving throw or be knocked prone.