Voidspawn

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Voidspawn are tiny, vast creatures that function like living bombs, exploding themselves to cause destruction. These creatures emerge even from the smallest void portals, making them practically siege weapons.

Voidspawn Sheet

Voidspawn Minion CR 1
Voidborn, Tiny
HP AC DR Proficiency Initiative
7 (2d4+2) 14 1 +2 0
Attributes
STR: 10 DEX: 11 CON: 13 INT: 4 WIS: 4 CHA: 6
0 0 +1 -3 -3 -2
Additional
Senses: Darkvision 60 feet. Passive perception 7
Speed: 45 feet walking
Skills: Athletics +2, Stealth +2
Languages:
Experience
Collective: 12 Individual: 4
Defenses
Saving Throws: Strength +2, Constitution +3
Damage resistance. Disruptive damage.
Damage immunity. Poison Damage.
Damage vulnerability. Acid damage and Lunar damage
Characterstics
Adaptability. Upon scoring a critical hit, reducing a creature to 0 hit points, or receiving a critical hit, the Voidspawn gains 1 adaptability counter that can be spent on an Adaptation action.
Adaptation: Accumulation. The Voidspawn can use 1 Adaptation conter and an action at the start of its turn to alter its physical form and strengthen itself. The Voidspawn must focus on the adaptation until the start of its next turn, losing the adaptation if it takes damage, moves, or makes an attack. Accumulation can be acquired more than once, strengthening each time they are acquired. When using this type of adaptation, the Voidspawn chooses from the options below:
  • Accumulation — Mass Stacking. The Voidspawn increases in size by one size category, increasing its hit dice by one category and gaining 3 additional hit points for each accumulation. If it reaches Colossal size, the size increase grants an additional hit die and increases the Voidspawn's AC by 1.
  • Accumulation — BioConstructed Cascade. The Voidspawn expels an acidic substance from its body, dealing 1 Acid damage on all its melee attacks, increasing by 1 with each accumulation.

Disposable. The Voidspawn takes double damage from spells and effects that deal damage based on failed saving throws, and even if it succeeds on the saving throw, it takes normal damage instead of just half damage.
Siege Monster. The Voidspawn deals double damage to objects and structures.

Attacks
Self-destruction. Voidspawns can self-destruct, reducing their hit points to 0 and causing creatures within 5 feet of the Voidspawn to make a DC 13 Dexterity saving throw. On a failure, each creature takes Disruptive damage equal to half the hit points the Voidspawn lost during self-destruction. On a success, the creature takes no damage.
Horn. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 1 (1d2) Piercing damage.
Runes
Runic Pulse: Agate Pulse (1d4 Piercing)