Neomorphs, Protomorphs, and Pathogen Mutants for 5e by Whistlehunter (2024)

The term Neomorph is the common name for the endoparasitic extraterrestrial organism (EEO) that was originally encountered by humans on Planet 4 of an uncharted system in Sector 87. It is believed that an ecological disaster there brought on by the release of Agent A0-3959X.91-15 in the atmosphere led to the accelerant settling on and mutating native fungal and insect life to produce a living nightmare. Similar to a Xenomorph XX121, the Neomorph parasite (P. celerius) is delivered to a host via a carrier organism (Tachinidae tabellarium). Once implanted, the parasite gestates within a living host who is killed by the creature’s violent birth. There are a number of differences, however, causing the creature to be classified separately.

Physical Attributes. Appearance-wise, Neomorphs are eyeless and have gray-white translucent skin, a fleshy spiked tail, an elongated bulbous head, and a sphincter-like facial orifice that distends to reveal a mouth full of cruel teeth. While their blood is translucent yellow like that of a Xenomorph, it is not acidic. They make subtle clicking sounds and exhibit animal snarls and screeches, as well as making a distinct hooting sound as adults. Neomorphs are more animalistic than their Xenomorph brethren and are clearly not as intelligent.

Stages. A Neomorph’s life cycle is broken down into five known stages that are covered below, as well as various termination protocols associated with each stage.

Sterilization. Neomorphs are genetically programmed to kill all life. Believed by some to be a derivative of the black liquid, P. celerius was likely designed by the Engineers to clear a planet of any indigenous species still living after Agent A0-3959X.91-15 had wiped out the majority of a planet’s population.

Stage I: Neomorphic Egg Sacs. Small, bulbous pods that grow like fungus, the egg sacs are the result of the mutagenic Agent A0-3959X.91-15 interacting with pollen and microbial elements on a planet or in a spacecraft. Once formed, these bird’s egg-sized pods tend to grow in clutches of 7 (2d6) and there are often several clutches in any infected area. The egg sacs are the delivery system for the Neomorphic Motes (see Stage II).

Stage II: Neomorphic Motes. When the egg sacs are disturbed, they release what appears to be a puff of pollen. In reality, it is a synchronized swarm of highly infectious Tachinidae tabellarium motes. Smaller than grains of sand, these parasites are sometimes visible when clustering together to increase their locomotive capacities. Possessing a primal hive intelligence, the motes target the nearest potential host and zero-in on an unprotected orifice such as the eyes, ears, nose, throat, or an open wound. From there they enter the bloodstream and inject microscopic amounts of Agent A0-3959X.91-15 into the victim’s white blood cells.

Stage III: Neomorphic Bloodburster. Once the Motes enter a host’s bloodstream, they deliver their microscopic payload and die. The injected Agent A0-3959X.91-15 begins to mutate white blood cells as they circulate throughout the body until they form a cancerous growth that becomes lodged in a vein or arterial wall. This tumor can take root in any bodily area of sufficient mass—such as the lungs, the digestive tract, the esophagus, or even the brain. Forming an amniotic sack, the tumor begins rapidly converting the host's own mutated cells into a larval Bloodburster.

If lodged in a region of the body with dense muscle or bone and no easy egress, the gestating creature develops dorsal spines to aid in its escape. When the newly formed Bloodburster is ready to be born, it violently removes itself from the host— using its inordinate strength, spines, teeth, and claws to cut and tear through flesh, bone, and sinew. The process causes severe hemorrhaging and massive tissue damage in the host, is always fatal, and results in the birth of a Bloodburster.

Bloodbursters have a bulbous head with sharp canines, and run about on all fours. These rabid quadrupedal creatures rely on their speed and agility to avoid damage. Emerging about 1 foot in length, Bloodbursters continue to grow exponentially, visibly getting larger as they move about. Highly aggressive, they lash out at anything and everything around them. They use their claws, tail, and teeth to savagely maul their victims.

Stage IV: Neophyte (Juvenile Neomorph). Growing from 4 to 6 feet in length, a juvenile Neomorph continues to maneuver on all fours. While their heads are still bulbous, they have begun to elongate and taper to a point. They are aggressive hunters who are hard to frighten away. Juveniles target one prey animal in a pack and devote all resources to taking that prey down, even going so far as to track it if it escapes. Feral and ferocious, a juvenile Neomorph uses its sharptipped tail and teeth to attack.

Stage V: Adult Neomorph. As it reaches adulthood, the Neomorph’s smooth, eyeless head becomes more elongated and pointed. Soon, it assumes a gaunt, bipedal stance, reaching a height of 7 feet or more. When the creature’s mouth closes, its jawline is imperceptible, giving it an inquisitive, ethereal appearance. When provoked, the adult Neomorph’s upper jaw protrudes in a manner similar to a goblin shark, allowing it to grasp prey and pull it in for the kill. As adults they utilize stealth tactics to hunt their prey, but they are still voracious carnivores.

The life cycle and metabolism of Neomorphs is so fast that they quickly burn themselves out. An adult Neomorph typically dies of natural causes within 24 hours. Fungus interacting with the decaying corpse will be transformed into new spore sacs, continuing the cycle.

Stage VI: Neomorph Veteris. Rarely a Neomorph is able to sustain itself for days or even months through hunting and bouts of hibernation. Such an individual eventually starts to slow down, growing frail and weak, these are called Neomorph Veteris. While lacking strength a Veteris makes up for this by growing numerous Neomorphic Egg Sacs on its body.

Neomorphic Egg Sac

Hazard

A patch of neomorphic egg sacs typically covers a 5-foot square and contains 2d6 egg sacs. The egg sacs contain many microscopic, insect-like spores called motes. A creature that isn't a Construct, Undead, neomorph or xenomorph that moves anywhere within 5 feet of an undisturbed egg sac without first making a DC 14 Dexterity (Stealth or Sleight of Hand, as determined by the GM) check to move subtly, disturbs it.

When an egg sac is disturbed, it releases a cloud of motes which seek out the creature that disturbed it and try to enter an orifice on the creature's body. Unless the creature is wearing protective equipment the motes successfully enter the creature's body, the creature must make a DC 18 Constitution saving throw or be infected with a disease—neomorphic motes. The neomorphic motes form a neomorph embyro somewhere in the host's body. An egg sac can be disturbed this way only once.

A Humanoid host can carry only one neomorph embryo to term at a time. Over 7 hours, the embryo gestates in the host’s body and forms a bloodburster. One hour before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. Three rounds before giving birth, the creature starts to seizure, coughing up blood. During this time, the creature is incapacitated. At birth, the bloodburster bursts out of the creature’s body in 1 round, killing the host in the process.

If any effect that cures disease is used on the creature before the bloodburster’s emergence, it must succeed on a DC 18 Constitution saving throw. On a successful save, the unborn neomorph is disintegrated.

A patch of neomorphic egg sacs exposed to an effect that deals fire damage or that cures disease is instantly destroyed. If exposed to an effect that deals cold damage they are rendered inert and cannot be disturbed for 2d6 hours after which they thaw.

Bloodburster

Tiny aberration (neomorph), unaligned

  • Armor Class 12
  • Hit Points 8 (4d4)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
10 (+0)15 (+2)10 (+0)3 (-4)10 (+0)3 (-4)
  • Skills Stealth +6
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Echolocation. The bloodburster can’t use its blindsight while deafened.

Reckless. At the start of its turn, the bloodburster can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the bloodburster attaches to the target. While attached, the bloodburster has advantage on attacks against the target. The bloodburster can detach itself by spending 5 feet of its movement. While the bloodburster is attached, it can make a Tail attack against the target as a bonus action.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning or piercing damage (bloodburster's choice).

Terrifying Hiss. The bloodburster flashes its razor sharp teeth and hisses malevolently at a creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 10 Wisdom saving throw or be frightened of the bloodburster until the end of it's next turn.

Bonus Actions

Nimble Escape. The bloodburster takes the Disengage or Hide action.

Neophyte

Small aberration (neomorph), unaligned

  • Armor Class 13
  • Hit Points 21 (6d6)
  • Speed 35 ft., climb 35 ft.
STRDEXCONINTWISCHA
16 (+3)16 (+3)10 (+0)3 (-4)14 (+2)3 (-4)
  • Saving Throws Dex +5
  • Skills Perception +4, Stealth +7
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages
  • Challenge 3 (700 XP)

Echolocation. The neophyte can’t use its blindsight while deafened.

Pack Tactics. The neophyte has advantage on an attack roll against a creature if at least one of the neophyte’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The neophyte makes two attacks: one with its Claws, and one with its Tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, and the target is grappled (escape DC 13) if it is Medium or smaller. While the target is grappled, the neophyte can make a Bite attack against the target as a bonus action.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning or piercing damage (neophyte's choice).

Terrifying Hiss. The neophyte flashes its razor sharp teeth and hisses malevolently at a creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of neophyte's next turn.

Bonus Actions

Nimble Escape. The neophyte takes the Disengage or Hide action.

Neomorph

Medium aberration (neomorph), unaligned

  • Armor Class 14
  • Hit Points 44 (8d8 + 8)
  • Speed 40 ft., climb 40 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)13 (+1)3 (-4)14 (+2)3 (-4)
  • Saving Throws Dex +7
  • Skills Perception +5, Stealth +10
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
  • Languages
  • Challenge 5 (1,800 XP)

Echolocation. The neomorph can’t use its blindsight while deafened.

Egg Sac Genesis. 24 hours after the neomorph dies, 3 (1d6) neomorphic egg sacs appear unoccupied spaces within 5 feet of the neomorph's body.

Pack Tactics. The neomorph has advantage on an attack roll against a creature if at least one of the neomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The neomorph makes two attacks: one with its Claws, and one with its Tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target is grappled (escape DC 14) if it is Medium or smaller. While the target is grappled, the neomorph can make a Bite attack against the target as a bonus action.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning or piercing damage (neomorph's choice).

Terrifying Hiss. The neomorph flashes its razor sharp teeth and hisses malevolently at a creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of neomorph's next turn.

Bonus Actions

Nimble Escape. The neomorph takes the Disengage or Hide action.

Neomorph Veteris

Medium aberration (neomorph), unaligned

  • Armor Class 10
  • Hit Points 18 (4d8)
  • Speed 25 ft.
STRDEXCONINTWISCHA
10 (+0)10 (+0)10 (+0)3 (-4)16 (+3)3 (-4)
  • Skills Perception +6
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16
  • Languages
  • Challenge 1 (200 XP)

Echolocation. The neomorph can’t use its blindsight while deafened.

Mote Burst. When the neomorph dies it releases a burst of neomorphic motes. Each creature within 5 feet of it must make a DC 18 Constitution saving throw or be infected with a disease—neomorphic motes. The neomorphic motes form a neomorph embyro somewhere in the host's body
A humanoid host can carry only one neomorph embryo to term at a time. Over 7 hours, the embryo gestates in the host’s body and forms a bloodburster. One hour before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. Three rounds before giving birth, the creature starts to seizure, coughing up blood. During this time, the

creature is incapacitated. At birth, the bloodburster bursts out of the creature’s body in 1 round, killing the host in the process.
If any effect that cures disease is used on the creature before the bloodburster’s emergence, it must succeed on a DC 18 Constitution saving throw. On a successful save, the unborn neomorph is disintegrated.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage, and the target is grappled (escape DC 10) if it is Medium or smaller.

Neomorphic Burst (Recharge 5-6). The neomorph releases a burst of motes from the egg sacs covering its body. Each creature within 10 feet of the neomorph must make a DC 18 Constitution saving throw or be infected with a disease—neomorphic motes. The neomorphic motes form a neomorph embyro somewhere in the host's body.
A humanoid host can carry only one neomorph embryo to term at a time. Over 7 hours, the embryo gestates in the host’s body and forms a bloodburster. One hour before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. Three rounds before giving birth, the creature starts to seizure, coughing up blood. During this time, the creature is incapacitated. At birth, the bloodburster bursts out of the creature’s body in 1 round, killing the host in the process.
If any effect that cures disease is used on the creature before the bloodburster’s emergence, it must succeed on a DC 18 Constitution saving throw. On a successful save, the unborn neomorph is disintegrated.

Agent A0-3959X.91 – 15 "The Black Goo"

A genetic accelerant created by an ancient race of alien Engineers, Agent A0-3959X.91-15 is a black, tarlike substance with both destructive and life-generating capabilities. While it exists in a viscous liquid form, it atomizes when released in the atmosphere, killing or altering all living things unlucky enough to be within range. While the full extent of its potential is unknown, any corporation that finds out about it wants it. The only thing known for certain about Agent A0-3959X.91-15 and its derivatives is that its mutagenic capabilities are responsible for the creation of Abominations, Neomorphs, and other abhorrent creatures. Simply put: any living thing that comes into direct contact with the black goo will either die horribly, give birth to monsters, or become a monster themselves. Tread lightly and look underfoot for alien spores.

This disease targets Humanoids and Beasts. While afflicted with the black accelerant, a victim manifests blackened veins and begins losing hair. This disease is carried by mutants, and victims most often acquire it through wounds caused by infected creatures, or by coming into contact with pools of it. The disease's veins manifest in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. If an infected creature is targeted by an effect that cures disease, it must succeed on a DC 18 Constitution saving throw in order to be cured.

At the end of each hour, an infected creature must make a Constitution saving throw. The DC of the saving throw is determined by the current Stage of the infected creature:

Stage I: DC 15

Stage II: DC 17

Stage III: DC 20

Stage IV: DC 24

On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 (4d8) necrotic damage as the veins spread, and it progresses to the next stage of infection. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.

Stage I Vitiate "Afflicted". A Vitiate outwardly appears normal save for a pale complexion and a feeling of disorientation. These symptoms can easily be dismissed as pinkeye, the flu or a bad hangover.

Stage II Ague "Febrile". By Stage II, the black goo has spread throughout an Ague’s body, causing a severe feverish state followed by intense pain. The victim’s bloodshot eyes darken—pupils and irises together become opaque. Varicose veins rapidly spread across their livid flesh as the black goo within them causes their skin tissue to deteriorate. During this stage, the victim's Strength score increases by 4, their Intelligence score is reduced by 2 and their movement speed is reduced to 20 feet. Additionally an Ague gains the Enthralling Gaze trait.

Trait: Enthralling Gaze. When a creature that can see the ague's eyes starts its turn within 30 feet of the ague, the ague can force it to make a DC 10 Wisdom saving throw if the ague isn't incapacit-ated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the ague until the start of its next turn, when it can avert its eyes again. If the creature looks at the ague in the meantime, it must immediately make the save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ague's Enthralling Gaze for the next 24 hours.

Stage III Lusus "Freak" By Stage III almost nothing of the original creature remains, all that is left is a twisted hate filled monstrosity. As the victim transforms into a creature of sheer rage, the rabid Anathema’s head deforms and their limbs elongate. They barely remember their past lives but can still use basic tools. Freaks attack all living things on sight. A Stage III uses the Anathema Freak statistics.

Stage IV Nocuous "Terminal" When an Anathema enters Stage IV, large patches of skin rapidly darken and flake away. Muscle tissue and ligaments follow suit as bones grow brittle and snap. As the mutagenic pathogen reproducing inside a Terminal Anathema reaches critical mass, their cell membranes burst. At the start of each of its turns, the Anathema's loses 14 (4d6) hit points. The anathema’s hit point maximum is reduced by an amount equal to the hit points lost. If the Anathema drops to 0 hit points it dies and its DNA disintegrates and the black accelerant becomes airborne, each creature within 15 feet of the Anathema must succeed on a DC 24 Constitution saving throw or be infected and progress to Stage I of infection, and becomes a Anathema ("Vitiate"). Creatures within 30 feet of the Anathema but not within 15 feet must succeed on a DC 15 Constitution saving throw or become infected and progress to Stage I of infection.

Anathema Ague (Commoner)

Medium humanoid (any, anathema), any alignment

  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 20 ft.
STRDEXCONINTWISCHA
14 (+2)10 (+0)10 (+0)8 (-1)10 (+0)10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (Usually Common)
  • Challenge 0 (10 XP)

Enthralling Gaze. When a creature that can see the ague's eyes starts its turn within 30 feet of the ague, the ague can force it to make a DC 10 Wisdom saving throw if the ague isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the ague until the start of its next turn, when it can avert its eyes again. If the creature looks at the ague in the meantime, it must immediately make the save. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ague's Enthralling Gaze for the next 24 hours.

Infected. When the ague hits a creature with a melee weapon attack or a creature hits the ague with a melee weapon attack, the creature must succeed on a DC 17 Constitution saving throw or be infected with a disease—black pathogen.
Pathogen invades the infected creature's system, mutating the creature in a number of hours equal to 1d6 + the creature's Constitution modifier (minimum of 1 hour), unless the disease is cured. In half that time, the creature starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws for the rest of the duration. At the end of the duration the creature transforms into an Anathema Ague. If any effect that cures disease is used on the creature before the mutations finish, it must succeed on a DC 18 Constitution saving throw. On a successful save, the disease is cured.

Actions

Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Black Goo Bombing

There have been documented cases of unidentified ships bombing colonies with payloads of Chemical A0-3959X.91 – 15. In all documented cases the area effected is a 5 mile radius, the table below will show the effects of the bombing on creatures within specified areas of the radius.

Black Goo Bomb Range Chart
ZoneRadiusEffects
Epicenter0-1 MilesAutomatic Petrification. Those in the immediate dropzone projectile vomit black fluid, convulse and ossify into twisted and ashen macabre statues.
Kill Zone1-3 MilesAutomatic Disintegration. Victims become Terminal Anathemas and disintegrate within 1d6 rounds.
Mutation Zone3-5 MilesAutomatic Transformation. Within one round, victims morph into Anathema Freaks.
Periphery5+ MilesInfection. All victims are exposed to the atomized black goo. An exposed creature must make a DC 10 Constitution saving throw, the victim mutates into an Afflicted Anathema on a failure. The save must be repeated every 12 hours until the creature exits the affected area.

Anathema Freak

Medium aberration (anathema), unaligned

  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d8 + 44)
  • Speed 35 ft., climb 30 ft.
STRDEXCONINTWISCHA
18 (+4)12 (+1)18 (+4)4 (-3)14 (+2)7 (-2)
  • Senses darkvision 30 ft., passive Perception 12
  • Languages
  • Challenge 5 (1,800 XP)

Grappler. The freak has advantage on attack rolls against any creature grappled by it.

Infected. When the freak hits a creature with a melee weapon attack or a creature hits the freak with a melee weapon attack, the creature must succeed on a DC 17 Constitution saving throw or be infected with a disease—black pathogen.
Pathogen invades the infected creature's system, mutating the creature in a number of hours equal to 1d6 + the creature's Constitution modifier (minimum of 1 hour), unless the disease is cured. In half that time, the creature starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws for the rest of the duration. At the end of the duration the creature transforms into an Anathema Ague. If any effect that cures disease is used on the creature before the mutations finish, it must succeed on a DC 18 Constitution saving throw. On a successful save, the disease is cured.

Actions

Multiattack. The freak uses its Horrific Howl and makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14)

Bearhug. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target takes 25 (6d6 + 4) bludgeoning damage at the start of each of the freak's turns. The freak can't make attacks while grappling a creature in this way.

Horrific Howl. The freak lets out a terrible guttural howl. Each creature within 60 feet of the freak that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the freak's next turn. A frightened target that starts its turn within 30 feet of the freak must use all its movement on that turn to get as far from the freak as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the Horrific Howl of all anathema freaks for the next 24 hours.

Black Vomit (Recharge 6). The freak vomits up black goo in a 15-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 28 (8d6) necrotic damage and is infected with a disease—black pathogen on a failed save, or half as much damage and is not infected with black pathogen on a successful one.
Pathogen invades the infected creature's system, mutating the creature in a number of hours equal to 1d6 + the creature's Constitution modifier (minimum of 1 hour), unless the disease is cured. In half that time, the creature starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws for the rest of the duration. At the end of the duration the creature transforms into an Anathema Ague. If any effect that cures disease is used on the creature before the mutations finish, it must succeed on a DC 18 Constitution saving throw. On a successful save, the disease is cured.

26 Draconis Strain

The 26 Draconis Strain is a variant of the Engineer Chemical A0-3959X.91 – 15 created by the USCSS Cronus scientists in 2110. While the modifications made on the Chemical are unknown, the effects are quite the same as the original. Although the cure called the 26 Draconis Strain Inoculation has 95% chance to arrest the development of any Neomorph spores deposited by the Motes but even if it's a cure the risks of DNA recoding are still there.

When administered to a creature, the creature must make a DC 17 Constitution saving throw, become=ing a Stage I Infected Abomination on a failed save.

If administered to a creature infected with a bloodburster roll a d100, on a roll of 96-100 the bloodburster remains within the host.

If administer to a creature infected with a chestburster roll a d100, on a roll of 1-50 the chestburster is killed and the host is cured, on a roll of 51-100 the host instead becomes a Stage II Anathema and Bodyburster host.

An effect that cures disease will only cure a creature of this affliction if used while the creature is still at Stage I.

26B Draconis Strain. A weaponized version of the Draconis Strain derived from the blood of the first documented bodyburster host. When administered to a creature, the creature must make a DC 24 Constitution saving throw, on a failure the creature becomes a bodyburster host. Only the greater restoration spell or a similar effect may cure this affliction as it is too advanced for the lesser restoration spell to do so. Additionally if any effect that cures disease is used on the infected creature it must succeed on a DC 21 Constitution saving throw. On a successful save, the creature is cured of the bodyburster and 26 Draconis.

Stage I Infected. An Infected outwardly appears normal save for a pale complexion and a feeling of disorientation. These symptoms can easily be dismissed as pinkeye, the flu or a bad hangover. 12 hours after infection the Infected must make a DC 17 Constitution saving throw, on a failed save they progress to Stage II, on a successful one they do not progress but must repeat the save again in 12 hours.

Stage II "Mutant". Painful cellular mutations ravage the Abomination’s body, causing them to take on an aggressive posture. The subject’s limbs distend and become pliable, allowing them to contort into strange positions. The brain and skull continue to elongate and the subject takes on a feral appearance and attitude. Strength, speed, and agility are all heightened. Only a rudimentary knowledge of their former self remains, but they are still aware enough to use basic tools and weapons. An Infected creature's speed increases by 10 feet, Strength score increases by 4, Dexterity score increases by 1, and Intelligence and Charisma scores are reduced by 2. After 12 hours the Mutant progresses to Stage III.

Stage III "Revenant". The subject’s body is in an advanced state of DNA recoding. A translucent, gelatinous cowl has grown over most of their head, revealing a sunken and hideous caricature of their former visage beneath. As the structure of the subject’s original features dissolves into the acidic gelatin, their skull becomes more pronounced. Eventually, any semblance of human origin recedes and becomes barely visible within the cowl. The subject’s feet each splay into three thick toes, their arms elongate like a primate’s, and they sprint using their knuckles to propel themselves. The Infected's Strength score further increases by 2, Dexterity score increases by 1, Constitution score increases by 2, Wisdom score increases by 2, and Intelligence and Charisma scores are further reduced by 2. Additionally the Infected gains a climb speed of 30 feet, and it gains Natural Armor, it's AC becomes 12 + Dexterity modifier. After 24 hours the Revenant progresses to Stage IV.

Stage IV "Beluga-Head". The subject’s gelatinous cowl grows opaque and solidifies as their eyes grow dark and shift to the sides of their bulbous head. Their skin turns a translucent mottled gray and their features grow similar in appearance to a Xenomorph XX121, albeit with a much shorter head, more prominent eyes and elongated arms. The subject moves about on all fours like an ape and no longer retains any human characteristics. While not as powerful or intelligent as a Xenomorph XX121, the Beluga-Head is a force to be reckoned with. At this stage use the Beluga-Head statblock to represent the infected creature.

Example Statblocks

Abomination Mutant (Commoner)

Medium aberration (abomination), unaligned

  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 40 ft.
STRDEXCONINTWISCHA
14 (+2)11 (+0)10 (+0)8 (-1)10 (+0)8 (-1)
  • Senses passive Perception 10
  • Languages Any one language (Usually English)
  • Challenge 0 (10 XP)

Actions

Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Abomination Revenant

Medium aberration (abomination), unaligned

  • Armor Class 15 (natural armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 40 ft., climb 30 ft.
STRDEXCONINTWISCHA
16 (+3)12 (+1)12 (+1)6 (-2)12 (+1)6 (-2)
  • Skills Athletics +5
  • Condition Immunities poisoned
  • Senses darkvision 30 ft., passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Reckless. At the start of its turn, the revenant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Unusual Nature. The revenant doesn't require drink or sleep.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 13) if it is Medium or smaller. If the revenant moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the revenant can make another Slam attack against it as a bonus action.

Arm Pull. The revenant initiates a Strength contest with a creature that it is grappling. If the revenant wins the contest, the target takes 10 (2d6 + 3) slashing damage and the revenant pulls off one of the target's arms, with the effect of such loss determined by the GM. After losing an arm, the creature begins to bleed, losing 7 (2d6) hit points at the start of each of its turns, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws until it receives magical healing, or finishes a long rest. Any creature can take an action to stanch the bleeding with a successful DC 12 Wisdom (Medicine) check.

Horrible Roar. The revenant lets out a terrible guttural roar. Each creature within 30 feet of the revenant that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the revenant's next turn. A frightened target that starts its turn within 30 feet of the revenant must use all its movement on that turn to get as far from the revenant as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the howl of all abomination revenants for the next 24 hours.

Bonus Actions

Aggressive. The revenant moves up to its speed toward an enemy that it can see.

Throw. One Medium or smaller object held or creature grappled by the revenant is thrown up to 20 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

Beluga-Head

Medium aberration (abomination), unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 40 ft., climb 30 ft.
STRDEXCONINTWISCHA
18 (+4)12 (+1)18 (+4)4 (-3)14 (+2)7 (-2)
  • Skills Athletics +7
  • Damage Resistances acid, cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 6 (2,300 XP)

False Appearance. If the beluga-head is prone and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the beluga-head move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the beluga-head isn't a crumpled-up spacesuit.

Reckless. At the start of its turn, the beluga-head can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Unusual Nature. The beluga-head doesn't require air, drink, or sleep.

Actions

Multiattack. The beluga-head can use its Horrible Roar. It then makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Instead of dealing damage, the beluga-head can grapple the target (escape DC 14) if it is Medium or smaller. If the beluga-head moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the beluga-head can make a Slam attack against it as a bonus action.

Arm Pull. The beluga-head initiates a Strength contest with a creature that it is grappling. If the beluga-head wins the contest, the target takes 13 (2d8 + 4) slashing damage and the beluga-head pulls off one of the target's arms, with the effect of such loss determined by the GM. After losing an arm, the creature begins to bleed, losing 7 (2d6) hit points at the start of each of its turns, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws until it receives magical healing, or finishes a long rest. Any creature can take an action to stanch the bleeding with a successful DC 12 Wisdom (Medicine) check.

Head Crush. The beluga-head wraps both its hands around the head of one creature it is grappling. The target must succeed on a DC 15 Strength saving throw or be restrained until the grapple ends. Until this grapple ends, the beluga-head can't make Slam attacks, and the target takes 18 (4d6 + 4) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage dies and its head is crushed into a pulp. A creature is immune to this effect if it doesn’t have or need a head, or has legendary actions

Horrible Roar. The beluga-head lets out a terrible guttural roar. Each creature within 60 feet of the beluga-head that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the beluga-head's next turn. A frightened target that starts its turn within 30 feet of the beluga-head must use all its movement on that turn to get as far from the beluga-head as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the roar of all abominations for the next 24 hours.

Bonus Actions

Aggressive. The beluga-head moves up to its speed toward an enemy that it can see.

Throw. One Medium or smaller object held or creature grappled by the beluga-head is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

Shambler

Large aberration (abomination), unaligned

  • Armor Class 18 (natural armor)
  • Hit Points 161 (17d10 + 68)
  • Speed 30 ft.
STRDEXCONINTWISCHA
22 (+6)8 (-1)18 (+4)3 (-4)8 (-1)3 (-4)
  • Saving Throws Str +10, Con +8
  • Damage Vulnerabilities fire
  • Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 13
  • Languages
  • Challenge 12 (8,400 XP)

Black Blood. When the shambler takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the shambler takes 14 (4d6) necrotic damage. A creature that takes any of the necrotic damage must succeed on a DC 18 Constitution saving throw or be infected with a disease—black pathogen.
Pathogen invades the infected creature's system, mutating the creature in a number of hours equal to 1d6 + the creature's Constitution modifier (minimum of 1 hour), unless the disease is cured. In half that time, the creature starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws for the rest of the duration. At the end of the duration the creature transforms into an abomination revenant. If any effect that cures disease is used on the creature before the mutations finish, it must succeed on a DC 18 Constitution saving throw. On a successful save, the disease is cured.

Crawling Stance. While the shambler is prone, crawling does not cost it extra movement. In addition, the being prone does not grant advantage on attack rolls against the shambler.

Regeneration. The shambler regains 20 hit points at the start of its turn. If the shambler takes fire damage, this trait doesn't function at the start of the shambler's next turn. The shambler dies only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature. The shambler doesn't require air, food, drink, or sleep.

Actions

Multiattack. The shambler makes two Slam attacks and one Bite attack. If both Slam attacks hit the same Medium or smaller creature, the target must succeed on a DC 18 Strength saving throw or be knocked prone. Additionally, it can use its Distended Jaws instead of its Bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Instead of dealing damage, the shambler can grapple the target (escape DC 18) if it is Medium or smaller. Until this grapple ends, the shambler can't make Slam attacks, and the target is restrained, and takes 19 (3d8 + 6) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage dies and is ripped into two pieces.
If the target escapes the grapple, it must make a DC 18 Strength saving throw. On a failed save, the target takes 19 (3d8 + 6) bludgeoning damage and one of the target's arms or legs is broken (shambler's choice). If the target's arm is broken, it has disadvantage on weapon attack rolls and ability checks using that arm, and the creature does not benefit from holding shields in the broken arm. If the creature's leg is broken, its speed is halved. A creature's broken limb can be restored with the lesser restoration spell or similar magic, or over the course of 30 days of rest.

Black Googie. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 27 (6d8) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be infected with black pathogen (see the Black Blood trait).

Distended Jaws. The shambler makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, and the shambler slowly begins to swallow it. While the shambler is swallowing it, the target is blinded and restrained, and it takes 24 (4d8 + 6) piercing damage at the start of each of the shambler's turns. The shambler can't make attacks while swallowing a creature in this way. As an action, a creature within reach of the target can try to free it from the shambler's mouth, doing so with a successful DC 18 Strength check. If the target isn't freed after three of the shambler's turns, it is fully swallowed by the shambler. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the shambler, and it takes 27 (6d8) necrotic damage and must succeed on a DC 18 Constitution or be infected with black pathogen (see the Black Blood trait) at the start of each of the shambler’s turns.
The shambler's gullet can hold up to two creatures at a time. If the shambler takes 20 damage or more on a single turn from a creature inside it, the shambler must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the shambler. If the shambler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Bonus Actions

Rampage. After the shambler reduces a creature to 0 hit points with a melee attack on its turn, it moves up to half its speed and makes a Slam attack.

Pathogen Spawn

Pathogen Hammerpede

Tiny aberration (anathema), unaligned

  • Armor Class 13
  • Hit Points 13 (2d4 + 8)
  • Speed 30 ft., swim 30 ft.
STRDEXCONINTWISCHA
18 (+4)17 (+3)18 (+4)1 (-5)8 (-1)4 (-3)
  • Damage Resistances cold
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
  • Languages
  • Challenge 2 (4500 XP)

Acidic Blood. When the hammerpede takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the hammerpede takes 9 (2d8) acid damage.

Echolocation. The hammerpede can’t use its blindsight while deafened.

Regeneration. The hammerpede regains 5 hit points at the start of its turn. If the hammerpede takes fire or radiant damage, this trait doesn't function at the start of the hammerpede's next turn. The hammerpede dies only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature. The hammerpede doesn't require air, food, drink, or sleep.

Actions

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage, and the hammerpede attaches to and wraps itself around one of the target's limbs (hammerpede's choice) if the target is Medium or smaller. While attached, the hammerpede can't attack, and at the start

of each of the hammerpede's turns, the target takes 9 (1d10 + 4) bludgeoning damage.
The attached hammerpede moves with the target whenever the target moves, requiring none of the hammerpede's movement. The hammerpede can detach itself by spending 5 feet of its movement on its turn. As an action, a creature within reach of the hammerpede can try to detach it, doing so with a successful DC 17 Strength check. The creature the hammerpede is attached to takes 10 (3d6) bludgeoning damage if it successfully removes the hammerpede or if it tries and fails.

Terrorizing Hiss. The hammerpede rears up, opens its hood, and hisses malevolently at one creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 14 Wisdom saving throw or be frightened of the hammerpede until the end of it's next turn.

Bonus Actions

Suffocating Burrow. The hammerpede forces itself down the throat of a creature it is attached to. The creature takes 13 (3d8) bludgeoning damage and the hammerpede moves inside the creature's body. While inside a creature, the creature can't breathe or speak, and the hammerpede has total cover against attacks and other effects originating outside the creature. Any creature can use an action to kill or remove the hammerpede with fire or a weapon that deals piercing or slashing damage, causing 13 damage of the appropriate type plus 9 acid damage to the target.

Tighten. The hammerpede wraps tighter around a creature it is attached to. The creature must succeed on a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) bludgeoning damage, and the limb the hammerpede is attached to is broken. If the target's arm is broken, it has disadvantage on weapon attack rolls and ability checks using that arm, and the creature does not benefit from holding shields in the broken arm. If the creature's leg is broken, its speed is halved. A creature's broken limb can be restored with the lesser restoration spell or similar magic, or over the course of 30 days of rest.

Pathogen Popper

Small aberration (anathema), unaligned

  • Armor Class 11
  • Hit Points 10 (4d4)
  • Speed 20 ft., climb 20 ft.
STRDEXCONINTWISCHA
12 (+1)12 (+1)10 (+0)1 (-5)10 (+0)14 (+2)
  • Damage Vulnerabilities fire, piercing
  • Damage Immunities acid
  • Condition Immunities disease, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Echolocation. The popper can’t use its blindsight while deafened.

Pathogen Burst. When the popper dies, it explodes in a burst of acid and pathogen. Each creature within 10 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) acid damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that takes any of the necrotic damage must succeed on a DC 17 Constitution saving throw or be infected with a disease—black pathogen.
Pathogen invades the infected creature's system,

mutating the creature in a number of hours equal to 1d6 + the creature's Constitution modifier (minimum of 1 hour), unless the disease is cured. In half that time, the creature starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws for the rest of the duration. At the end of the duration the creature transforms into an Abomination Revenant. If any effect that cures disease is used on the creature before the mutations finish, it must succeed on a DC 18 Constitution saving throw. On a successful save, the disease is cured.

Spider Climb. The popper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Standing Leap. The popper's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bladed Leg. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Pop. The popper moves up to its speed and begins to expand then pops like a balloon, reducing its hit points to 0 and triggering its Pathogen Burst trait.

Distorted Screeching. The popper rears up on its hind legs and releases an unnaturally high-pitched and gurgled screech. Each creature within 30 feet of it that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the popper until the end of it's next turn.

Pathogen Stalker

Medium aberration (anathema), unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 50 ft., climb 40 ft.
STRDEXCONINTWISCHA
18 (+4)17 (+3)15 (+2)6 (-2)15 (+2)16 (+3)
  • Saving Throws Dex +7
  • Skills Intimidation +7, Perception +6, Stealth +11
  • Damage Resistances necrotic
  • Damage Immunities acid
  • Condition Immunities disease, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16
  • Languages
  • Challenge 10 (5,900 XP)

Ambusher. The stalker has advantage on attack rolls against any creature it has surprised.

Echolocation. The stalker can’t use its blindsight while deafened.

Pack Tactics. The stalker has advantage on an attack roll against a creature if at least one of the stalker’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Running Leap. With a 10-foot running start, the stalker can long jump up to 25 feet.

Spider Climb. The stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Surprise Attack. If the stalker surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Unusual Nature. The stalker doesn't require air, food, drink, or sleep.

Actions

Multiattack. The stalker makes two Claw attacks and one Bladed Limb attack. After it hits or misses with an attack, the stalker can become invisible. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Bladed Limb. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. This attack scores a critical hit on a roll of 18 to 20 and rolls the damage dice of a crit three times, instead of twice.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the stalker moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the stalker can make one Bite attack against it as a bonus action.

Distorted Hissing. The stalker rears up on its hind legs and releases an unnaturally high-pitched and gurgled hiss. Each creature within 30 feet of it that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened of the stalker until the end of it's next turn.

Bonus Actions

The stalker can take up to two bonus actions on its turn.

Aggressive. The stalker moves up to its speed toward a hostile creature that it can see.

Camouflage. The stalker becomes invisible. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll.

Nimble Escape. The stalker takes the Disengage or Hide action.

Pathogen Blight

Medium aberration (anathema), unaligned

  • Armor Class 15 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 50 ft., climb 40 ft.
STRDEXCONINTWISCHA
18 (+4)17 (+3)15 (+2)6 (-2)15 (+2)16 (+3)
  • Saving Throws Dex +6
  • Skills Intimidation +6, Perception +5
  • Damage Resistances necrotic
  • Damage Immunities acid
  • Condition Immunities disease, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15
  • Languages
  • Challenge 8 (3,900 XP)

Acidic Blood. When the blight takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the blight takes 14 (4d6) acid damage.

Echolocation. The blight can’t use its blindsight while deafened.

Running Leap. With a 10-foot running start, the blight can long jump up to 25 feet.

Spider Climb. The blight can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The blight makes two Claw attacks and one Bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Acid Globule. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 14 (4d6) acid damage. Each creature within 5 feet of the target must make a DC 13 Dexterity saving throw, taking the same damage on a failed save, or half as much damage on a successful one. Miss: A globule of acid lands in an unoccupied space within 5 feet of the target. The globule can be attacked and destroyed (AC 10; 1 hit point; immunity to acid, poison, and psychic damage). The globule explodes on initiative count 20 (losing initiative ties) or when destroyed. Each creature within 5 feet of the globule must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.
For 1d4 rounds after the globule explodes, a 5-foot radius circle centered on the space it occupied is saturated with acid, a creature that enters that area for the first time on a turn, or starts its turn there takes 14 (4d6) acid damage.

Bonus Actions

Nimble Escape. The blight takes the Disengage or Hide action.

Pathogen Xenomorph

Medium aberration (anathema, xenomorph), unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 45 ft., climb 35 ft., swim 35 ft.
STRDEXCONINTWISCHA
17 (+3)17 (+3)16 (+3)6 (-2)12 (+1)7 (-2)
  • Skills Perception +7, Stealth +9
  • Damage Resistances necrotic
  • Damage Immunities acid, poison
  • Condition Immunities disease, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17
  • Languages
  • Challenge 6 (2,300 XP)

Acidic Blood. When the xenomorph takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the xenomorph takes 14 (4d6) acid damage. When the xenomorph dies, its blood drains out. For 1d4 rounds after the xenomorph's death, a 5-foot radius circle centered on the space it occupied is saturated with acid, a creature that enters that area for the first time on a turn, or starts its turn there takes 14 (4d6) acid damage.

Controlled Fall. When the xenomorph falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The xenomorph can’t use its blindsight while deafened.

Heat Dampening. The xenomorph cannot be seen or detected by thermalsight.

Pack Tactics. The xenomorph has advantage on an attack roll against a creature if at least one of the xenomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Spider Climb. The xenomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The xenomorph doesn't require air, food, drink, or sleep.

Actions

Multiattack. The xenomorph makes one Claw attack and one Tail attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, and the target is grappled (escape DC 13) if it is Medium or smaller. While the target is grappled, the xenomorph can make a Bite attack against it as a bonus action.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Bonus Actions

Nimble Escape. The xenomorph takes the Disengage or Hide action.

Pathogen Brute

Large aberration (anathema, xenomorph), unaligned

  • Armor Class 17 (natural armor)
  • Hit Points 184 (16d10 + 96)
  • Speed 40 ft.
STRDEXCONINTWISCHA
23 (+6)20 (+5)23 (+6)12 (+1)15 (+2)12 (+1)
  • Saving Throws Str +11, Dex +10, Con +11
  • Skills Perception +12, Stealth +16
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities disease, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 22
  • Languages
  • Challenge 16 (15,000 XP)

Acidic Blood. When the brute takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the brute takes 17 (5d6) acid damage.

Echolocation. The brute can’t use its blindsight while deafened.

Heat Dampening. The brute cannot be seen or detected by thermalsight.

Magic Resistance. The brute has advantage on saving throws against spells and other magical effects.

Pack Tactics. The brute has advantage on an attack roll against a creature if at least one of the praetorian’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Relentless (Recharges after a Short or Long Rest). If the brute takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Siege Monster. The brute deals double damage to objects and structures.

Unusual Nature. The brute doesn't require air, food, drink, or sleep.

Actions

Multiattack. The brute makes two Slam attacks and one Bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If the brute moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Call The Guard (1/Day). The brute looses a shaking roar calling 2 pathogen blights or 3 pathogen xenomorphs to its aid. The called creatures arrive in 1d4 rounds, acting as allies of the brute and obeying its growled commands. The anathemas remain for 1 hour or until the brute dismisses them as a bonus action.

Bonus Actions

Aggressive. The brute moves up to its speed toward a hostile creature that it can see.

Rampage. After the brute reduces a creature to 0 hit points with a melee attack on its turn, the brute moves up to half its speed and makes a Slam attack.

Pathogen Queen

Huge aberration (anathema, xenomorph), unaligned

  • Armor Class 25 (natural armor)
  • Hit Points 243 (18d12 + 126)
  • Speed 40 ft., climb 40 ft.
STRDEXCONINTWISCHA
25 (+7)18 (+4)24 (+7)12 (+1)18 (+4)12 (+1)
  • Saving Throws Str +15, Dex +12, Con +15, Wis +12
  • Skills Athletics +15, Perception +20
  • Damage Resistances necrotic
  • Damage Immunities acid, poison; bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities disease, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 30
  • Languages
  • Challenge 25 (75,000 XP)

Acidic Blood. When the queen takes bludgeoning, piercing or slashing damage, each creature within 5 feet of the queen takes 21 (6d6) acid damage.

Controlled Fall. When the queen falls and isn't incapacitated, she subtracts up to 100 feet from the fall when calculating the fall's damage.

Echolocation. The queen can’t use her blindsight while deafened.

Hardened Carapace. While the queen's hit points are above half her hit point maximum, any time she is targeted by a ranged weapon attack that deals bludgeoning, piercing, or slashing damage, roll a d6. On a 1 to 3, the queen is affected, on a 4 to 5 the queen is unaffected. On a 6, the queen is unaffected, and the effect is reflected back at the attacker as though it originated from the queen, turning the attacker into the target.

Heat Dampening. The queen cannot be seen or detected by thermalsight.

Hivemind. The queen can communicate telepathically with all anathemas from her hive within 20 miles.

Legendary Resistance (3/Day). If the queen fails a saving throw, she can choose to succeed instead.

Magic Resistance. The queen has advantage on saving throws against spells and other magical effects.

Siege Monster. The queen deals double damage to objects and structures.

Unusual Nature. The queen doesn't require air, food, drink, or sleep.

Actions

Multiattack. The queen makes one Slam attack, one Claw attack, and one Tail attack.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage. This attack scores a critical hit on a roll of 17 to 20.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, and the target is grappled (escape DC 17) if it is Medium or smaller. While the target is grappled, the queen can make a Bite attack against it as a bonus action.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the queen moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 16 (3d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) piercing or slashing damage (queen's choice).

Call The Guard (1/Day). The queen looses a rumbling roar calling 1 pathogen brute and 2 (1d4) pathogen xenomorphs to her aid. The called creatures arrive in 1d4 rounds, acting as allies of the queen and obeying her growled commands. The anathemas remain for 1 hour or until the queen dismisses them as a bonus action.

Legendary Actions

The queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The queen regains spent legendary actions at the start of her turn.

Detect. The queen makes a Wisdom (Perception) check.

Attack. The queen makes one Claw attack or one Slam attack.

Tail Spikes (Costs 2 Actions). Ranged Weapon Attack. +12 to hit, range 60/180 ft., one target per spike (3 spikes). Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) acid damage per spike.

Acid Splash (Costs 3 Actions). The queen vomits acid at three points she can see within 30 feet of herself. Each creature in a 10-foot radius circle centered on each point must make a DC 23 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one acid splash makes their saving throw at disadvantage, but is otherwise affected only once. For 1d4 rounds after the acid splashes, a 10-foot radius circle centered on each point is saturated with acid, a creature that enters that area for the first time on a turn, or starts its turn there takes 10 (3d6) acid damage.

Impale (Costs 3 Actions). Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 23 (3d12 + 7) piercing damage and the target is impaled. While impaled the creature is grappled (escape DC 17), and is restrained until the grapple ends.
When the grapple ends, the impaled creature must make a DC 23 Constitution saving throw, losing 42 (12d6) hit points due to blood loss on a failed save, or half as many hit points on a successful one. The queen can't attack another creature with her tail while she has a target impaled.

Perfected + Protomorphs

Elden

Large aberration (construct), chaotic neutral

  • Armor Class 18 (natural armor)
  • Hit Points 199 (19d10 + 95)
  • Speed 40 ft.
STRDEXCONINTWISCHA
22 (+6)20 (+5)20 (+5)22 (+6)22 (+6)22 (+6)
  • Saving Throws Str +12, Dex +11, Con +11, Int +12, Wis +12, Cha +12
  • Skills Insight +12, Intimidation +12, Perception +12
  • Damage Vulnerabilities fire
  • Damage Resistances cold, psychic
  • Damage Immunities acid, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Common
  • Challenge 19 (22,000 XP)

Blood Tracking. Elden has advantage on Wisdom checks made to track a creature he has wounded in the last 24 hours.

Fluidity of Motion. Elden's long jump is up to 60 feet and his high jump is up to 30 feet, with or without a running start.

Limited Telepathy. Elden can psionically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of him that can understand a language.

Magic Resistance. Elden has advantage on saving throws against spells and other magical effects.

Mesmerize. When a creature that can see Elden's eyes starts its turn within 30 feet of him, Elden can force it to make a DC 18 Wisdom saving throw if he isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at Elden in the meantime, it must immediately make the save.

Regeneration. Elden regrows any missing limbs and regains 20 hit points at the start of his turn. If Elden takes fire damage, this trait doesn't function at the start of his next turn. Elden dies only if he starts his turn with 0 hit points and doesn't regenerate.

Unusual Nature. Elden doesn't require air, food, drink, or sleep.

Walking Genesis. Elden leaves a trail of strange alien plant life as he moves. The plants cover a 5-foot square occupying any space Elden moved through and are considered nonmagical difficult terrain. A patch of plant life exposed to an effect that deals fire damage or that cures disease is instantly destroyed.

Actions

Multiattack. Elden makes three attacks, only one of which can be a Chest Bite attack.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage, and the target is grappled (escape DC 18) if it is Medium or smaller.

Slash. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 19 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to a savage wound. Each time Elden hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Chest Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature grappling or grappled by Elden. Hit: 55 (10d10) piercing damage. The target must succeed on a DC 18 Constitution saving throw or be infected with a disease—black pathogen.
Pathogen invades the infected creature's system, mutating the creature in a number of minutes equal to 1d6 + the creature's Constitution modifier (minimum of 1 minute), unless the disease is cured. In half that time, the creature starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws for the rest of the duration. At the end of the duration the creature transforms into an Abomination Revenant. If any effect that cures disease is used on the creature before the mutations finish, it must succeed on a DC 18 Constitution saving throw. On a successful save, the disease is cured.

Psionic Summoning (1/Day). Elden looses a psionic whistle calling 2 xenomorph warriors to his aid. The called creatures arrive in 1d4 rounds, acting as allies of Elden and obeying his telepathic commands. The xenomorphs remain for 1 hour or until Elden dismisses them as a bonus action.

Bonus Actions

Aggressive. Elden moves up to his speed toward a hostile creature that he can see.

The Perfected

Medium aberration, any alignment

  • Armor Class 18 (natural armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 40 ft.
STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)22 (+6)22 (+6)22 (+6)
  • Saving Throws Str +8, Dex +8, Con +8, Int +10, Wis +10, Cha +10
  • Skills Intimidation +14, Perception +14
  • Damage Vulnerabilities fire
  • Damage Resistances cold, psychic
  • Damage Immunities acid, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 24
  • Languages understands the languages it knew but cannot speak
  • Challenge 12 (8,400 XP)

Blood Tracking. The perfected has advantage on Wisdom checks made to track a creature it has wounded in the last 24 hours.

Fluidity of Motion. The perfected's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.

Limited Telepathy. The perfected can psionically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Magic Resistance. The perfected has advantage on saving throws against spells and other magical effects.

Mesmerize. When a creature that can see the perfected's eyes starts its turn within 30 feet of the perfected, the perfected can force it to make a DC 18 Wisdom saving throw if the perfected isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the perfected in the meantime, it must immediately make the save.

Actions

Multiattack. The perfected makes two attacks, only one of which can be a Fatal Kiss attack.

Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Instead of dealing damage, the perfected can grapple the target (escape DC 18) if it is Medium or smaller.

Fatal Kiss. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the perfected. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the perfected kills the target by piercing and destroying its brain.

Psionic Blast (Recharge 6). The perfected targets a humanoid within 60 feet of it. The target must succeed on two DC 18 Intelligence saving throws. After the perfected uses this action, it is stunned until the end of its next turn.
If the target fails both saving throws, the creature's head explodes and it dies. A creature is immune to having its head explode if it is immune to psychic damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be destroyed with this attack.
If the target succeeds on one saving throw but fails the other, it takes 42 (8d8 + 6) psychic damage and is stunned for 1 minute. A creature stunned in this way can make another DC 18 Intelligence saving throw at the end of its turn, ending the stunned effect on itself with a success.
If the target succeeds on both saving throws, it takes 21 (4d8 + 3) psychic damage and the target is stunned until the end of its next turn.

Psionic Summoning (1/Day). The perfected looses a psionic whistle calling 2 deacons to its aid. The called creatures arrive in 1d4 rounds, acting as allies of the perfected and obeying its telepathic commands. The deacons remain for 1 hour or until the perfected dismisses them as a bonus action.

Bonus Actions

Turn. The perfected targets one creature it can see within 30 feet of itself. The target must succeed on a DC 18 Wisdom saving throw or be psionically charmed by the perfected until the perfected dies or until it is on a different plane of existence from the target. The charmed target is under the perfected's control and can't take reactions, and the perfected and the target can communicate telepathically with each other over any distance.
The charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. No more than once every 24 hours, the target can repeat the saving throw when it is at least 1 mile away from the perfected.

Archdeacon

Large aberration (protomorph), unaligned

  • Armor Class 17 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 40 ft., climb 40 ft.
STRDEXCONINTWISCHA
20 (+5)18 (+4)18 (+4)6 (-2)16 (+3)4 (-3)
  • Saving Throws Str +9, Dex +8, Con +8
  • Skills Perception +7, Stealth +8
  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 17
  • Languages
  • Challenge 11 (7,200 XP)

Echolocation. The archdeacon can’t use its blindsight while deafened.

Grappler. The archdeacon has advantage on attack rolls against any creature grappled by it.

Radiation Resistant. The archdeacon has advantage on saving throws against being irradiated.

Spider Climb. The archdeacon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The archdeacon doesn't require air, food, drink, or sleep.

Actions

Multiattack. The archdeacon can use Domineering Shriek. It then makes two Claw attacks and one Hook Jaw attack.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Instead of dealing damage, the archdeacon can grapple the target (escape DC 18) if it is Medium or smaller.

Hook Jaw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Skull Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn, and disoriented for 1 minute. A disoriented creature has disadvantage on attack rolls, ability checks,

and saving throws, and cannot concentrate on spells or effects. A disoriented creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Domineering Shriek. The deacon lets loose a wailing cry audible within 1 mile. Any Humanoid within 300 feet of the deacon and able to hear its howl must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, a target is stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Piercing Shriek of all deacons for 1 hour.

Bonus Actions

Latch Jaw (Recharge 5-6). Immediately after the archdeacon hits a target with a Hook Jaw attack, the archdeacon can latch its jaws onto a part of the target's body (archdeacon's choice). The target is grappled (escape DC 15) if it is Medium or smaller. Until this grapple ends, the archdeacon can't make Hook Jaw attacks, and the target is restrained and takes 18 (2d12 + 5) piercing damage at the start of each of its turns. If the target takes this damage on three consecutive turns, it drops anything it is holding, and it must succeed on a DC 17 Constitution saving throw or suffer an effect depending on which part of its body the archdeacon is latched onto.

  • Arm. The target's arm is broken, it has disadvantage on weapon attack rolls and ability checks using that arm, and the creature does not benefit from holding shields in the broken arm. The creature's broken arm can be restored with the lesser restoration spell or similar magic, or over the course of 30 days of rest.
  • Leg. The target's leg is broken, its speed is halved, and it must use a cane or crutch to move. It falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. The creature's broken leg can be restored with the lesser restoration spell or similar magic, or over the course of 30 days of rest.
  • Neck. The target's neck is broken and it falls prone and is permanently paralyzed but can speak. The creature's broken neck can only be restored with the regenerate or heal spell or similar magic.

Reactions

Skull Shield. In response to being hit by a melee attack, the archdeacon blocks the blow. The damage it takes from the attack is reduced by 4d8 + 5. To do so, the archdeacon must see the attacker. If this reduces the damage to 0, the archdeacon can immediately make a Skull Slam attack against the attacker.

Deacon

Medium aberration (protomorph), unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)6 (-2)12 (+1)4 (-3)
  • Skills Perception +4, Stealth +6
  • Damage Vulnerabilities fire
  • Damage Resistances acid, cold
  • Condition Immunities poison
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

Echolocation. The deacon can’t use its blindsight while deafened.

Grappler. The deacon has advantage on attack rolls against any creature grappled by it.

Radiation Resistant. The deacon has advantage on saving throws against being irradiated.

Spider Climb. The deacon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The deacon doesn't require air, food, drink, or sleep.

Actions

Multiattack. The deacon makes two Claw attacks and one Hook Jaw attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, and the target is grappled (escape DC 13) if it is Medium or smaller. The grapple ends if the deacon removes a target's limb using Snap Shredder.

Hook Jaw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage. This attack scores a critical hit on a roll of 17 to 20 and rolls the damage dice of a crit three times, instead of twice.

Piercing Shriek. The deacon lets loose a wailing cry audible within 1 mile. Any Humanoid within 300 feet of the deacon and able to hear its howl must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, a target is stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Piercing Shriek of all deacons for 1 hour.

Bonus Actions

Snap Shredder (Recharge 4-6). Immediately after the deacon hits a target with a Hook Jaw attack, the deacon can violently snap its jaw back, forcing that target to make a DC 14 Strength saving throw. On a failed save, the target takes 18 (4d8) slashing damage and loses a limb, with the effect of such loss determined by the GM. On a successful save, the target takes half as much damage and doesn't lose a limb.

Trilobite

Large aberration (protomorph), unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
20 (+5)14 (+2)18 (+4)3 (-4)10 (+0)4 (-3)
  • Skills Athletics +8
  • Damage Vulnerabilities fire
  • Damage Resistances acid, cold
  • Condition Immunities poison
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Echolocation. The trilobite can’t use its blindsight while deafened.

Unusual Nature. The trilobite doesn't require air, food, drink, or sleep.

Actions

Multiattack. The trilobite makes two Tentacle attacks.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the trilobite can't use its tentacles on another target.

Violate. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature the trilobite is grappling. Hit: If the target is a Humanoid, the trilobite goes catatonic and falls prone on the creature, giving it total cover, and the creature falls unconscious, remaining unconscious for as long as the trilobite is catatonic. The trilobite remains catatonic for 2 hours, implanting its host with a protomorph embryo. After the 2 hour period, the trilobite crawls away and the creature regains consciousness. The trilobite then dies in 1d4 rounds.
A Humanoid host can carry only one protomorph embryo to term at a time. Over 10 hours the protomorph embryo gestates in the host’s chest cavity and forms a deacon. The host's hit point maximum is reduced by 18 (4d8) every hour. If the embryo reduces the host's hit point maximum to 0, the host dies but the embryo continues to gestate for 1 hour. After 1 hour the deacon rips out of the host's ribcage in 1 round, falling prone within 5 feet of the host. The newborn deacon is incapacitated for 1 minute after it's birth.
If any effect that cures disease is used on the host within 1 hour of impregnation, it must succeed on a DC 18 Constitution saving throw. On a successful save, the unborn protomorph is disintegrated.

Naiad

Tiny aberration (protomorph), unaligned

  • Armor Class 13
  • Hit Points 15 (6d4)
  • Speed 30 ft., climb 30 ft.
STRDEXCONINTWISCHA
14 (+2)16 (+3)10 (+0)3 (-4)10 (+0)4 (-3)
  • Skills Athletics +8
  • Damage Vulnerabilities fire
  • Damage Resistances acid, cold
  • Condition Immunities poison
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Echolocation. The naiad can’t use its blindsight while deafened.

Standing Leap. The naiad's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Unusual Nature. The naiad doesn't require air, food, drink, or sleep.

Actions

Smother. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage, and the naiad attaches to the target's face. While attached, the naiad can’t attack, and at the start of each of the naiad's turns, the target takes 7 (2d6) bludgeoning damage. The naiad can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the naiad can try to detach it, doing so with a successful DC 20 Strength check. While the naiad is attached, the creature can't breathe or speak.

Revulsion. The naiad undulates its body revoltingly, inducing waves of nausea. Each creature within 30 feet of the naiad that can see it and isn't an Aberration or Construct must succeed on a DC 13 Constitution saving throw or be sickened until the end of its next turn. A sickened creature spends its action that turn retching and reeling and drops any items it is holding.

Bonus Action

Nimble Escape. The naiad takes the Disengage or Hide action.

Utero-Pod

Small aberration (protomorph), unaligned

  • Armor Class 10 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 0 ft., climb 0 ft.
STRDEXCONINTWISCHA
1 (-5)1 (-5)10 (+0)1 (-5)10 (+0)1 (-5)
  • Damage Vulnerabilities fire
  • Damage Resistances acid, cold
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, stunned
  • Senses blindsight 20 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Unusual Nature. The utero-pod doesn't require air, food, drink, or sleep.

Reactions

Release Naiad. When a humanoid or beast that the utero-pod is aware of moves within 15 feet of it, the utero-pod bursts and releases a naiad which takes its turn immediately. The utero-pod then dies.

Neomorphs, Protomorphs, and Pathogen Mutants for 5e by Whistlehunter (2024)
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