The Entomancer

While some find the idea of creepy crawly insects terrifying Entomancers find comfort in the structured hierarchy of the hive. Being cursed by or intentionally using a talisman infused with dark magic they use the power of the hive or individual insects as tools, weapons, or even armor.

Creating an Entomancer

Entomancers can telepathically command their minions. While creating an Entomancer you must decide how you wish to use your many-legged allies to your advantage. Do you make yourself the master of an insectoid army? Do you steal the powers of these amazing creatures to use as your own? Perhaps you cover yourself in armored insects and wield stinging or pinching creatures as weapons? Your connection to the hive is what drives your power. Think about whether you use the hive or become part of it. Are these creatures trusted allies or tools of destruction?

Quick Build

You can make an Entomancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Then, choose the Huanted One background.

Class Features

As an Entomancer you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Entomancer level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 5) + Constitution modifier per Entomancer level after 1st

Proficiencies


  • Armor: light, medium armor, shields
  • Weapons: Simple weapons
  • Tools: Herbalism kit, Poisoners kit

  • Saving Throws: Charisma and Constitution
  • Skills: Choose any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon or (b) a Short Bow 20 arrows
  • (a) five javelins or (b) any simple weapon
  • Leather Armor, Explorer's Pack, a Talisman
Choosing your talisman

Pick a talisman that fits the theme you are intending for your Entomancer. For example, a entomancer planning to follow the Hivemaster phylum might choose the eye of the Giant Wasp Queen or perhaps a golden scarab from an ancient insect worshipping culture. The Talisman will be what you use to cast magic and control your minions so it is core to the background of your character.

1

PART 1 | Introduction

The Entomancer
Level Proficiency Bonus Features Feed Essence
1st +2 Entomancy, Sting 2
2nd +2 Phylum, Feed Essence, Empowered Sting 2
3rd +2 Mutation: Compound Vision 2
4th +2 Ability Score Improvement 3
5th +3 Phylum Feature 3
6th +3 Mutation: Hardened Mind 3
7th +3 Pheromone Trail 3
8th +3 Ability Score Improvement 4
9th +4 - 4
10th +4 Phylum Feature 4
11th +4 Mutation: Insectoid Strength 4
12th +4 Ability Score Improvement 5
13th +5 - 5
14th +5 Phylum Feature 5
15th +5 Mutation: Umber Gaze 5
16th +5 Ability Score Improvement 6
17th +6 Mutation: Lethal Response 6
18th +6 Hive Mind 7
19th +6 Ability Score Improvement 7
20th +6 Mutation: Indestructable Carapice 8

Features

Talisman Abilities

Charisma is your ability modifier for your Entomancer abilities. You use your Charisma whenever an ability refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Entomancer ability you use and when making an attack roll with one.

Talisman You can use any Talisman as a focus for your Entomancer abilities.

Ability save DC = 8 + your proficiency bonus + your Charisma modifier

Ability attack modifier = your proficiency bonus + your Charisma modifier

Sting

At level one you learn to gather and control small insects with your talisman. As an bonus action roll a d6. Your roll corresponds to the number of small insects you are able to summon and control. For example if you roll a 5 then five wasps float around you at your command.

Then as an action you can send an insect to attack a creature. Make an attack roll using your Charisma modifier plus proficiency. On a successful hit the creature takes 1d4 necrotic damage. The number of insects you can attack with on your turn increases by one for each level after 2. You can attack with to 2 at level 3, 3 at level 4, and so on. Each attack has its own hit roll. At level 5 the dice used to summon insects increases to a d8.

Feed Essence

At second level, as a bonus action, you gain the ability to feed a portion of your life essence into your talisman allowing you to enhance one of your insects, swarms, or abilities. Once you use Feed Essence the number of times shown for your Entomancer level in the Feed Essence column of the Entomancer table you can continue to use Feed Essence but each time it is used you take 1d4 necrotic damage. Your Feed Essence will renew after each long rest.

2

PART 2 | Spellcasting

Empowered Sting

In addition, at second level you can use Feed Essence to summon empowered insects for your Sting ability. These insects include Parasitic Fly, Dart Wasp, Fire Locust, and Burstworm

Parasitic Fly After a successful sting the Parasitic Fly attaches a larva to the host. At the end of the target's next turn the larva busts from the host dealing 1d4 piercing damage and creating a new Parasitic Fly which returns to the Entomancer.

Dart Wasp Attacks from the Dart Wasp are so fast and accurate they do not require an attack roll.

Fire Locust Successful attacks deal 1d6 fire damage.

Burstworm These sluggish worms burst when reaching the the target. The target and any creature within 5ft make make a Dexterity saving throw. On a failed save affected creatures take 1d4 acid damage.

Phylum

At 2nd level, you choose a Phylum or divergence in your Entomancer studies.

Mutation: Compound Vision

At 3rd level, your body begins to adopt insect-like features. Your eyes become compound allowing you to see a wider range of vision and helping you to avoid surprise attacks. In addition, you can see the body heat and other signs of creatures giving you advantage on perception checks to find creatures that are hiding up to 60 ft away.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mutation: Hardened Mind

At 6th level your mind begins to behave more like an insect's. You have advantage on saving throws against fear and charm abilities.

Pheromone Trail

When you reach 7th level, you learn to track pheromone trails. You can always find your allies by following these invisible trails they’ve left behind. In addition, you can not become lost in any space you have been to before, always knowing the path you or your allies have taken. You also gain advantage on all survival checks and nature checks involving the determination of animal species.

Mutation: Insectoid Strength

At 11th level, you have developed the physical strength of ants. You gain advantage on strength and athletics checks, you count as two sizes larger for carrying capacity, and your speed is increased by 10 ft.

3

PART 3 | Features

Mutation: Umber Gaze

At level 15 when a creature starts its turn within 30 feet of the you and is able to see the your eyes, the you can magically force it to make a DC 15 Charisma saving throw, unless you is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the you until the start of its next turn, when it can avert its eyes again. If the creature looks at the you in the meantime, it must immediately make the save.

Mutation: Lethal Response

At level 17, your body has further been modified. As a reaction you can have your 10ft long scorpion-like tail whip out from a hidden place in your armor stinging an oncoming attacker. On a successful attack roll, the tail attack deals 1d6 piercing damage and 2d10 necrotic damage.

Hive Mind

When an Entomancer reaches level 18 you gain the ability Hive Mind allowing you to speak telepathically to party members within 120ft. This ability lasts 1 minute and can not be used again until you have taken a short rest.

Mutation: Indestructable Carapice

At level 20, your body has become near unkillable like a cockroach. Your AC increases by 2 and you regain 1d10 hit points each time you exit combat.

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PART 4 | Features

Entomancer Phylums

Phylum: Hivemaster

Some Entomancers find beauty and perfection in the structured hierarchy of an insect hive. Every member has purpose and follows orders exactly with speed and precision. These Entomancers choose to delve into the phylum of the Hivemaster, using the powers imbued in their talisman to take command of armies of potent insects.

Hivemaster Features
Entomancer Level Feature
2nd Summon Swarm, Feeding the Swarm
5th Convergent Swarms
10th Infected Wounds
14th Cloud of the Ravenous

Feeding the Swarm

You can use a bonus action to Feed Essence to your currently active swarm to increase its potency. Once you use Feed Essence the number of times shown for your Entomancer level in the Feed Essence column of the Entomancer table. You can continue to use Feed Essence but each time it is used you take 1d6 necrotic damage. Your Feed Essence will renew after each long rest.

Insectoid Traps

At level two you learn several traps you can, as an action, set to ensnare or damage enemies. It takes a few moments for the insects to create a trap. The trap is completed by the start of your next turn but does not require any additional action to take effect.

Insect Mound- You create a soft patch of earth on the ground in a 5 ft area. Range 60ft. The first creature other than you that enter that area they must make a Dexterity saving throw. On a failed save, a creature is attacked by stinging insects from the mound taking 4d4 necrotic damage. The ground in that area becomes difficult terrain until cleared, requiring at least 1 minute to clear by hand.

Web Snare- You summon a swarm of spiders to create a sticky patch of web on the ground in a 5ft area. Range 60ft. When a creature other than you enters that area they must make a strength saving throw. On a failed save, the creature becomes restrained as it gets tangled in the web. Each round, on its turn, the creature can repeat its strength saving throw.

Hollow Ground- Your insects hollow out the ground 10ft deep under a 5ft area. Range 60ft. When a creature steps into the area it must make a dexterity saving throw or fall through the thin ground into the trap. The creature takes 1d6 fall damage and is knocked prone. The ground in that area becomes difficult terrain until filled, requiring at least 1 minute to fill by hand.

Summon Swarm

At level 2, Hivemasters can use their talisman to summon a swarm of insects to aid them in battle. As an action, Hivemasters can summon Gnat Swarm, Army Ant Swarm, Mosquito Swarm, and Scarab Swarm. After a summoning, the swarm can be moved as a bonus action. Swarms last until destroyed, released, or another swarm is summoned. The skill check associated with most swarm tasks is Persuassion to determine whether you have the power to dominate your swarm and manipulate them with precision.


Swarm of Insects (Gnats)

Medium swarm of Tiny beasts, unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Senses Blindsight 10 ft., Passive Perception 8
  • Languages None
  • Challenge 1/2 (100 XP)

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Bug Haze Creatures that begin their turn inside the swarm have disadvantage on attack rolls and skill checks involving sight.

Feed Essence

Split For 1 minute the swarm increases in size until it splits into two seperate swarms, each with the same abilities and weaknesses as the original. Only one swarm can be moved per bonus action. After 1 minute you lose control of one of the two swarms causing it to dissipate.


Swarm of Insects (Army Ants)

Medium swarm of Tiny beasts, unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Senses passive Blindsight 10 ft., Passive Perception 8
  • Languages None
  • Challenge 1/2 (100 XP)

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Unique Utility. Amazingly strong for their body size army ants can be used to accomplish tasks following orders for up to 1 mile. They can be used to scout areas though they can only convey the simplest of emotions such as “safe” or “dangerous”. The ants can attempt various simple tasks such as attempting to unlock a simple lock or setting off a suspected trap.

Feed Essence

Empower. For 1 minute the strength and intelligence of your swarm increases allowing them to perform more impressive feats like making a bridge across a chasm, moving extremely heavy objects, or being able to convey slightly more detailed information. You have advantage on skill checks involving your ants during this time and their carrying capacity as a group increases to 1000 lbs.


Swarm of Insects (Mosquito)

Medium swarm of Tiny beasts, unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Senses passive Blindsight 10 ft., Passive Perception 8
  • Languages None
  • Challenge 1/2 (100 XP)

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Bite When the swarm envolpes a creature it must make a consistution saving throw and each time the creature ends its turn inside the swarm. On a failed throw the creature takes (2d4) necrotic damage.

Feed Essence

Blood Drain. For 1 minute the the damage done by your swarm increases to (4d4) necrotic damage and swarm drains the blood of creatures caught inside, siphoning that life force to you. Half of the damage done by the swarm is returned to you as healing.



Swarm of Insects (Scarab Beetles)

Medium swarm of Tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 22(5d8)
  • Speed 20 ft., climb 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (0) 1 (-5) 7 (-2) 1 (-5)

  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Senses Blindsight 10 ft., Passive Perception 8
  • Languages None
  • Challenge 1/2 (100 XP)

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Curse of Darkness Any living creature that finds itself inside of the scarab Beetle swarm becomes overwhelmed with necrotic energies. The creature must make a constitution saving throw. On a failed save that creature becomes cursed, gaining vulnerablity to necrotic damage.

Feed Essence

Necrotic Plague For 1 minute creatures cursed by your scarab swarm that take necrotic damage spread half that necrotic damage to other creatures within 5 ft.

Convergent Swarms

When reaching 5th level, your mastery over your swarm increases allowing you to command two swarms at once. Swarms can overlap areas and you can command the actions of both swarms with a single action or bonus action.

Infected Wounds

At 10th level, the wounds gained by a creature while inside your swarm have become infected. After taking damage and while the creature is inside the swarm their defenses are lowered causing the creature’s AC to decrease by 2.

Ravenous Swarm

At level 14 you learn Ravenous Swarm.


Ravenous Swarm (Locusts)

Large swarm of Tiny beasts, unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 60
  • Speed None, Summoned to a location within 60 ft

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Senses passive Blindsight 10 ft., Passive Perception 8
  • Languages None
  • Challenge 3 (1000 XP)

Devour. This swarm creates a swirling hell in a 10 ft radius circle. Any creature caught inside the swarm must make a constitution saving throw. On a failed save the creature takes 6d6 piercing damage or half as much on a successful save. This swarm takes the place of both of your Convergent Swarms. At the beginning of each turn roll a (d6). If a 1 is rolled you lose control and the swarm speeds off in a random direction dealing damage to anything in its path.

Feed Essence

Empower. For 1 minute your locust swarm becomes frenzied increasing its damage to 10d6. However, your control over the swarm grows even weaker. Your dice for control is reduced to a d4.

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PART 5 | Phylums

Phylum: Symbiotic Warrior

Physical attributes beyond mortal ability. That is the goal of an entomancer that follows the path of the symbiotic warrior. These entomancers have chosen to create a bond with various insects and arachnids using them as living armor and weapons.

Feeding Your Living Armor and Weapons

You can use a bonus action to feed your currently active living armor and weapons to increase their potency. Once you use Feed Essence the number of times shown for your Entomancer level in the Feed Essence column of the Entomancer table. You can continue to use Feed Essence but each time it is used you take 1d6 necrotic damage. Your Feed Essence will renew after each long rest.

Symbiotic Warrior Features
Entomancer Level Features
2nd Living Armor, Living Weapons
5th Extra Attack
10th Metamorphosis
14th Monstrosity

Living Armor

At level 2, your talisman allows you to summon several large beetles that climb onto your body. These creatures adhere to your skin or clothing creating a living armor. While Living Armor is active your Armor Class equals 10 + your Charisma modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Feed Essence- Adaptation: For 1 minute your living armor adapts to the first damage type it is attacked with after using feed, gaining resistance to that damage type. Feed Essence- Adaptation: As a reaction you can intervene, charging up to 20ft, and taking the incoming attack for another creature. This uses 20ft of movement from your next turn.

Living Weapons

Like your Living armor, at level 2, you can summon insects to serve as weapons during combat. While these living weapons are active you have proficiency and can use your Charisma modifier for attacks. This ability also allows you to use two weapon fighting.

-King Stag Beetle, this large heavy beetle climbs onto and attaches itself to the back of your arm. Its massive spiked pinchers can be used to pummel your enemies and also give you advantage on grapple checks. Reach 5 ft. Deals 1d10 bludgeoning damage + your Charisma modifier. Due to its size the King Stag Beetle throws you off balance and can not use used with another weapon or a shield.

Feed Essence- For 1 minute the Stag Beetle grows in size. The damage is increased to 2d6 and while a creature is grappled they take 1d6 piercing damage at the beginning of each turn.


-Great Hornet, attaching itself in a reverse position, this winged insect lends its stinger as a weapon. Reach 5 ft. Deals 1d4 piercing and 1d4 necrotic damage plus your Charisma modifier.

Feed Essence- Until the end of your current turn, on a successful attack the creature must make a constitution saving throw. On a failed throw the creature becomes poisoned.


-Scarab Queen, this massive opalescent purple bug attaches itself to your arm like a shield. While attached the Scarab Queen adds +2 to your AC.

Feed Essence- For 1 minute the Scarab Queen increases your defenses granting you resistance to piercing, slashing, and bludgeoning damage.

-Mantis Fly, is a large flying insect with a single wicked looking bladed appendage. After attaching itself to your arm it can be used as a scythe like weapon. Range 5 ft. Deals 1d6 + your Charisma modifier as slashing damage.

Feed Essence- As a reaction you increase the agility of the Mantis Fly's blade allowing it to parry a successful enemy's attack. This parry grants you +5 to AC.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Monstrosity

At level 10, the line between your Living Armor/Weapons and yourself begins to blur, enhancing your abilities like that of an insect causing your living armor and weapons increase in strength. -King Stag Beetle, increases in size and strength. Your damage die increases to 4d6 and the grappled piercing damage increases to 2d6. -Great Hornet, increases in potency. Your piercing and necrotic damage dealt increases to 2d4. -Scarab Queen, increases in size and durability. Your AC is increased by 2 and you gain resistance to poison and necrotic damage. -Mantis Fly, increases in speed until it's strike is barely visible. On each successful attack you deal a secondary quick attack dealing 1d4 slashing damage.


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PART 6 | Phylums

Metamorphosis

At 14th level your connection to your Living Armor and Weapons deepens. Using the Feed ability enhances all of your currently equipped Living Armor/Weapons instead of just one.

Phylum: Under Queen

In the insect kingdom it is the Queen that rules supreme. Entomancers that follow the phylum of the Under Queen gain access to powerful insect minions. By changing their bodies to to emit pheromones and poisons the Under Queen Entomancer can use, telepathy, and toxins to empower allies and debilitate enemies. The Under Queen uses support abilities of utility, healing, empowering, or debuffing.

Pheromone and Poison Master

The Under Queen uses pheromone clouds and poisonous gases it secretes to empower allies and disorient enemies.

Under Queen Features
Entomanceer Level Feature
2nd Summon Minion, Entomantic Empowerment
5th Parasitic Infection, Double Trouble
10th Potentcy
14th Parasitic Explosion

Summon Minion

At 2nd level, you gain the ability to summon any insect or arachnid from the minion list below. This minion uses your initiative roll but can take its action before or after you. You and your minion each have their own movement, bonus action and action.

Feeding Your Minion

You can use your talisman as bonus action to Feed Essence to your summoned minion increasing it’s potency. Once you use Feed Essence the number of times shown for your Entomancer level in the Feed Essence column of the Entomancer table. You can continue to use Feed Essence but each time it is used you take 1d6 necrotic damage. Your Feed Essence will renew after each long rest. Feed Essence- For 1 minute your minion can become Enraged, Threatening, or Hardened.

Enraged- In battle, it fights with primal ferocity on behalf of its queen. While your minion is enraged, it gains the following benefits:

-It has advantage on Strength checks and Strength saving throws. -It has resistance to bludgeoning, piercing, and slashing damage.

Threatening- You minion gains the ability to, as a bonus action, force a creature to target it on its next attack.

Ravenous- Your minion can devour a defeated creature to gain 1d8 in hit points.

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PART 7 | Phylums

Entomantic Empowerment

At level 2, the Under Queen can use its action to create a pheromone effect. Only one pheromone effect can be active at a time and each can only be used once per long rest. However, a charge of Feed Essence can be used to regain a pheromone effect that has already been used:

Invigorating Mist- As an action the Entomancer can create an Invigorating Mist around themselves in a 15ft radius for 1 minute. Allies that stand within your mist gain 10 temporary hit points.

Hallucinating Toxin- As an action the Entomancer can spray toxins in a 15ft cone. Creatures in that area must make a constitution saving throw. On a failed throw creatures become distracted by phantom insects induced by the toxins and gain disadvantage on attacks until the end of their next turn.

Essence Siphon- As an action the Entomancer can use its pheromone cloud to siphon life from one creature, within 15ft, that has taken damage in the last round giving it to an another creature, also within 15ft. The recipient of Essence Siphon recieves healing equal to the damage done in the last successful attack on the target.

Paralyzing Spray- As an action the Entomancer spews a paralyzing spray of mist at a target. Range 15ft. The creature must make a dexterity saving throw. On a failed throw the creature body becomes stiff as it is paralyzed for 1 min or until it can make a successful constitution saving throw.

Pheromone Frenzy- As an action the Entomancer can create a cloud of pheromones around itself in a 15ft radius that lasts for 1 minute. Friendly creatures within the cloud gain +1 to hit and an extra 1d4 necrotic damage.

Parasitic Infection

At 5th level, when your minion makes a successful attack that creature must make a constitution saving throw. On a failed throw, it takes 1d4 necrotic damage and is infected with a leeching parasite. When the infected creature dies the parasite attempts to return to you. This creature has a speed of 5 ft and has only 1 hit point. As a bonus action you can pick up the parasite and consume it allowing you to regain 1 charge of your Feed Essence ability.

Extra Attack

Also at level 5, your minion gains multiattack.

Potency

At level 10, The minions you can summon become larger and more powerful. In addition, if your insect minion is size large or higher you can use it as a mount while not in combat. Flying insect mounts can only fly for 1 minute with a flying speed of 60ft. Mounted carrying capacity depends on the insect's strength modifier.

Parasitic Explosion

At level 14, when a creature dies while infected by your parasite the creature explodes. All enemies within 5 ft must make a constitution saving throw or take 1d necrotic damage and become infected themselves. Only one parasite is created when a creature dies. In addition, if you are at the maximum amount of Feed Essence charges you can choose to grant the life force to an ally. Range: 30ft. 1d8 healing.

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PART 8 | Phylums

Under Queen Minion List


Giant Bee

Large beast


  • Armor Class 12
  • Hit Points 30
  • Speed 20ft. Flying 40ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (0) 11 (+1) 16 (+3) 9 (+0) 12 (+1)

  • Condition Immunities Poisoned
  • Resistances Poison
  • Senses Tremorsense, Darkvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + your charisma modifier) piercing damage, and the target must succeed on a Constitution saving throw or take (2d6) necrotic damage.

Wing Buffet. You minion can use a powerful gust from its wings to buffet creatures within 5ft. Creatures within 5ft must make a DC 13 Dexterity saving throw. On a failed save the creature is knocked back 10ft and are knocked prone.


Giant Centipede

Large beast


  • Armor Class 15
  • Hit Points 35
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (0) 11 (+1) 16 (+3) 9 (+0) 12 (+1)

  • Condition Immunities Poisoned
  • Resistances Poison
  • Senses Tremorsense, Darkvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:(1d4 + your charisma modifier) piercing damage, and the target must succeed on a Constitution saving throw or take (2d6) necrotic damage.

Burrow. You minion can burrow underground. While underground the minion has a movement speed of 20

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PART 9 | Minions


Giant Wasp

Large beast


  • Armor Class 12
  • Hit Points 30
  • Speed 20ft. Flying 40ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (0) 11 (+1) 16 (+3) 9 (+0) 12 (+1)

  • Condition Immunities Poisoned
  • Resistances Poison
  • Senses Tremorsense, Darkvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + your charisma modifier) piercing damage, and the target must succeed on a Constitution saving throw or take (2d6) necrotic damage.

Wing Buffet. You minion can use a powerful gust from its wings to buffet creatures within 5ft. Creatures within 5ft must make a Dexterity saving throw. On a failed save the creature is knocked back 10ft and are knocked prone.


Giant Wolf Spider

Large beast


  • Armor Class 13
  • Hit Points 35
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (0) 11 (+1) 16 (+3) 9 (+0) 12 (+1)

  • Condition Immunities Poisoned
  • Resistances Poison
  • Senses Tremorsense, Darkvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + your charisma modifier) piercing damage, and the target must succeed on a Constitution saving throw or take (2d6) necrotic damage.

Web You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check DC 13. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

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PART 10 | Minions


Giant Mantis

Large beast


  • Armor Class 15
  • Hit Points 30
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 11 (+1) 12 (+1) 9 (+0) 12 (+1)

  • Condition Immunities Poisoned
  • Senses Tremorsense, Darkvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + your charisma modifier) slashing damage.

Bladed Grapple The Mantis attempts to grapple you with its bladed arms. The creature must role a competting strength check. If the creature fails it is grappled and takes 1d6 piercing damage and an additional 1d6 piercing at the start of each turn until it makes a successful strength save.


Giant Fire Beetle

Large beast


  • Armor Class 15
  • Hit Points 40
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (0) 16 (+3) 9 (0) 9 (+0) 9 (0)

  • Condition Immunities Poisoned
  • Resistances Fire damage
  • Senses Tremorsense, Darkvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Fire Spit. The Fire Beetle aims its head toward a creature you can see within range and spits a blob of liquid fire at a creature. Range 15ft. The creature must succeed on a Dexterity saving throw or take 1d10 fire damage. Any flammable object within 5ft of the creature hit by this spell ignites if it isn’t being worn or carried.

Slow Burn The Fire Beetle's shell begins to secrete an oil-like firey liquid. Any creature that makes a successful attack against the Fire Beetle must make a Dexterity saving throw or take 1d4 fire damage.


Baby Purple Worm

Large beast


  • Armor Class 11
  • Hit Points 50
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 12 (+1) 9 (+0) 9 (0)

  • Condition Immunities Poisoned
  • Resistances Fire damage
  • Senses Tremorsense, Blindvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Tail Stinger Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d4 + your charisma modifier piercing damage The target must make a Constitution saving throw. On a failed save the creature takes (2d6) necrotic damage.

Swallow If the target is a Medium or smaller creature, it must succeed on a Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes (2d6) acid damage at the start of each of the worm's turns. If the worm takes 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 5 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

11

PART 11 | Minions


Giant Stag Beetle

Large beast


  • Armor Class 15
  • Hit Points 40
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 9 (0) 9 (+0) 9 (0)

  • Condition Immunities Poisoned
  • Resistances Fire damage
  • Senses Tremorsense, Darkvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + your charisma modifier) bludgeoning damage.

Charge If the Giant Stag Beetle moves at least 10 ft straight toward a target and then successfully hits it with a Slam attack on the same turn, the target takes an extra (2d6) bludgeoning damage. The target must succeed on a DC13 Strength saving throw or be pushed up to 10 ft.


Shadow Walker Spider

Large beast


  • Armor Class 15
  • Hit Points 30
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (0) 16 (+3) 9 (0) 16 (+3) 12 (+1) 12 (+1)

  • Condition Immunities Poisoned
  • Resistances Necrotic damage
  • Senses Tremorsense, Darkvision, passive Perception 13
  • Languages None
  • Challenge 1/2

Actions

Necrotic Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + your charisma modifier) piercing damage, and the target must succeed on a DC13 Constitution saving throw or take 10 (2d6) necrotic damage.

Darkness Magical darkness spreads from the Shadow Walker Spider in a a 15ft radius for 1 minute. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

12

PART 12 | Minions