Biweekly Monster-Cornean Crawler

CorneanCrawler“You ever seen one of these?”

“A large disembodied eye?”

“We call them Cornean Crawlers. You find one of these and you never know what it might do, but one thing you do know, there’s something else more dangerous around, or, hopefully, there was something that’s been since taken care of.”

Cornean crawlers come in 10 varieties each capable of firing a different type of beam. Almost never are more that 10 found in the same place, and just as rarely two of the same variety.

Cornean Crawler
Tiny Aberration, chaotic evil
Armor Class: 12 (natural armor)
Hit Points: 17 (2d10 + 6)
Speed: 15 ft.

STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 16 (+3) 13 (+1) 11 (+0) 14 (+2)

Skills: Perception +2
Senses: darkvision 60 ft., passive Perception 10
Condition Immunities: prone
Languages: none
Challenge: 1 (200 XP)

Actions
Eye Ray. The Cornean Crawler shoots an eye ray (corresponding to its variety) at a target it can see within 100 feet of it.

Pink Iris
Charm Ray. The targeted creature must suceed on a DC 14 Wisdom saving throw or be charmed by the crawler for 1 hour, or until the crawler harms the creature. The crawler gains telepathic communication with the target.

Orange Iris
Paralyzing Ray. The target creature must succeed on a DC 14 Consitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Black Iris
Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blue Iris
Slowing Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Yellow Iris
Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one.

Purple Iris
Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw or the crawler moves it up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of the crawler’s next turn or until the crawler is incapacitated.
If the target is an object weighing 100 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. in any direction. The crawler can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

White Iris
Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Grey Iris
Petrification Ray. The targeted creature must make a DC 14 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Green Iris
Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Medium or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Large or larger object or creation of magical force, this ray disintegrates a 5-foot cube of it.

Red Iris
Death Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 11 (2d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

These little beasts scale dramatically in difficulty with numbers. By 10 of them, the Challenge Rating feels more like a 13 or so.

This entry was posted in Monsters and tagged , , , , , , , , , , , . Bookmark the permalink.

1 Response to Biweekly Monster-Cornean Crawler

  1. Pingback: Haven: Cave of Eyes | Mind Weave Role-Playing Platform

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s