Part 4 · Monsters & Creatures
Voidgrubs
Voidgrubs and Voidmites are relatively small Voidborn creatures, with the ability to multiply and communicate through a “mental link,” forming particularly dangerous groups when acting together.
Beyond the risk they can pose individually, Voidgrubs are also able to bring an even more powerful creature into combat if given enough time to do so.
Voidgrub and Voidmite Statblocks
Voidmite
Voidmite
Voidborn, Small
- Senses
- Darkvision 60 feet, Passive Perception 10
- Speed
- 45 feet of walking
- Skills
- Stealth +6
- Languages
- —
Defenses
Saving Throws: Dexterity +4, Charisma +2
Damage resistance. Disruptive damage
Damage immunity. Poison damage
Damage vulnerability. Acid damage and Lunar damage
Characteristics
Adaptability. Upon landing a critical hit, reducing a creature to 0 hit points, or receiving a critical hit, the Voidmite gains 1 adaptability marker that can be spent on an Adaptation action.
Adaptation: Forced Evolution. The Voidmite can spend 10 Adaptability markers and an action at the start of its turn to attempt to become a Voidgrub. The Voidmite concentrates on the adaptation until the start of its next turn, losing the adaptation if it takes damage, moves, or makes an attack.
Disposable. The Voidmite takes double damage from effects and spells that deal damage based on a failed saving throw, and even if it succeeds on the saving throw, it takes the normal damage instead of only half.
Attacks
Bite. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 3 Piercing damage.
Runes
Runic Pulse: Agate Pulse (1d4 Piercing damage)
Voidmite Swarm
Voidborn, Large
- Senses
- Darkvision 60 feet, Passive Perception 10
- Speed
- 45 feet of walking
- Skills
- Stealth +6
- Languages
- —
Defenses
Saving Throws: Dexterity +4, Charisma +2
Damage resistance. Disruptive damage
Damage immunity. Poison damage
Damage vulnerability. Acid damage and Lunar damage
Characteristics
Adaptability. Upon landing a critical hit, reducing a creature to 0 hit points, or receiving a critical hit, the Voidmite Swarm gains 1 adaptability marker that can be spent on an Adaptation action. Upon splitting into Voidmites, the adaptability markers are divided among the resulting creatures.
Collective. The Voidmite Swarm can enter and leave the space of a creature that is the same size as it or smaller; the space inside the Collective is considered difficult terrain, and the Collective has advantage on attack rolls against creatures inside it.
Split. The Voidmite Swarm can split into two Voidmite Swarms of 1 size category smaller using a bonus action, losing half its maximum and current hit points in the process, and its Bite attack has its damage die decreased by one category (Disruptive damage becomes 1 at Medium size). A Voidmite Swarm can merge with another Swarm of the same size using a bonus action, adding their maximum hit points together and increasing their damage dice by one category. A Voidmite Swarm can't be smaller than Medium size. A Medium-sized Voidmite Swarm splits into 1d4 Voidmites.
Attacks
Bite. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 1 (1d2+2) Piercing damage + 1 (1d2) Disruptive damage.
Runes
Runic Pulse: Agate Pulse (1d4 Piercing damage)
Voidgrub
Voidgrub
Voidborn, Medium
- Senses
- Darkvision 60 feet, Passive Perception 12
- Speed
- 15 feet of walking
- Skills
- —
- Languages
- —
Defenses
Saving Throws: Constitution +4, Charisma +4
Damage resistance. Disruptive damage
Damage immunity. Poison damage
Damage vulnerability. Acid damage and Lunar damage
Condition immunity. Charmed, Taunted, Prone
Characteristics
Adaptability. Upon landing a critical hit, reducing a creature to 0 hit points, or receiving a critical hit, the Voidgrub gains 1 adaptability marker that can be spent on an Adaptation action.
Adaptation: Foul Mitosis (Reaction). When it takes damage, the Voidgrub can use its reaction and 1 adaptability marker to attempt to release Voidmites. The Voidgrub can instantly summon 1 (1d2) Voidmites.
Adaptation: Swarm. The Voidgrub can spend 1 adaptability marker and an action at the start of its turn to attempt to summon a Voidmite Swarm. The Voidgrub concentrates on the adaptation until the start of its next turn, losing the adaptation if it takes damage, moves, or makes an attack.
Intertwined. The Voidgrub has a mental bond with up to 2 other Voidgrubs, sharing their turn with them. This bond allows the Voidgrubs to communicate telepathically, choosing to attack the same target. When a Voidgrub is killed, the others gain half its maximum hit points as temporary hit points until the start of their next turn. If a Voidgrub takes psychic damage or gains the Frightened or Unconscious condition, all the Voidgrubs suffer the same in equal proportion. Intertwined Voidgrubs share adaptability markers among themselves.
Herald's Rift (Counter 4). At the start of combat, the Voidgrub manifests a rift that can only be closed once all Voidgrubs have been killed. The rift has a counter of 4 rounds, which decreases by 1 at the end of the Voidgrub's turn. At the start of the Voidgrub's turn, if the counter is at 0, all Voidgrubs within a 30-foot radius of the Herald's Rift have their maximum hit points reduced to 0, and a Herald of the Valley rises in their place, with its maximum hit points increased by that amount.
Attacks
Solvent Spit. Melee Natural Weapon Attack, +4 to hit, 35/50 ft. reach, one target. On a hit, deals 9 (2d6+2) Acid damage + 2 (1d4) Disruptive damage.
Runes
Runic Pulse: Lazulite Pulse (3 points)
Runes: Offspring Elder, 1 use (Summons 1d2 Voidmites).
