Grasping Hartpede

large aberration, unaligned

D&D 5.5 / SRD 5.2

Challenge 4 (1,100 XP)

Available with DM subscription
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
5 (-3)
WIS
12 (+1)
CHA
10

Defense

Armor Class
15 (natural armor)
Hit Points
39 (6d8+12 +2)
Speed
30 ft., climb 20 ft.

Proficiencies & Senses

Saving Throws strength, constitution
Skills
Stealth +4, Perception +3
Senses
darkvision 60 ft.
passive Perception 13

Characteristics

Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
grappled
Languages understands Common and Sylvan but can't speak

Traits and Actions

Grasping Legs

Trait Custom
Athletics Rule
Acrobatics Rule
The hartspawn's many human arms grant it incredible stability. It has advantage on Strength (Athletics) checks to grapple and on Dexterity (Acrobatics) checks to avoid being knocked prone.

Foul Miasma

Trait Custom
Poisoned condition Custom
The hartspawn releases a foul stench within a 10-foot radius. Any creature that starts its turn in the area must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. A creature that succeeds can't be affected by this trait again for 24 hours.

Web of Arms

Trait Custom
When the hartspawn moves, it can use its arms to move through narrow spaces as if it were three sizes smaller. It also has a climb speed of 30 feet due to its gripping arms.

Pack Hunter

Trait Custom
Pack Tactics Custom
The hartspawn instinctively works with others of its kind. It has advantage on attack rolls against a creature if at least one of the hartspawn's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pack Tactics. Advantage on attack rolls with a nearby ally

Raking Claws

Action Custom
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Hart's Spit (Recharge 5-6)

Action Custom
The hartspawn spits a glob of acidic spittle at a target. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: 14 (4d6) acid damage, and the target must make a DC 13 Constitution saving throw or take an extra 3 (1d6) acid damage at the start of its next turn.

Distracting Grapple

Reaction Custom
Grappled condition Custom
Athletics Rule
When the hartspawn is hit by a melee attack, it can use its reaction to grapple the creature making the attack (DC 13 Strength (Athletics) or Dexterity (Acrobatics) check vs. the attacker). On a success, the attacker is grappled, and the hartspawn's next attack roll against a creature other than the grappled one has advantage.

Combat Behavior

Tactics

The hartswapan uses 'pack-hunter advantage' when near allies, focusing on the nearest creature. When its miasma number is limited, it crawls to control space to keep enemies under the foul air.

Monster Description

Sentient, embittered creatures born from a corrupted deer sacrifice, these aberrations roam deep forests and overrun the hollowed-out warrens of other creatures. Their blank, furious gaze suggests a lost grace, twisted over time into a thing of hungry acceptance.

Monster behavior

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Ecology

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History

First recorded in old oakwood rituals where a forgotten druid offered a skittish fawn to a rotting mycelial god. The corpse did not settle in the dirt; it rose and multiplied, walking on the arms of folk who had gathered to witness its burial.

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