foulspawn nomu

In “Masters of Eternal Night” the PCs are excavating a crater and revealing the wreckage of a crashed mind flayer planetesimal craft dating back to the days of the illthid empire. One of the rooms was a time stopped battle between forerunner (gith ancestors) and ancient mind flayers. My PCs avoided the room and let the rebels and flayers fight it out.  Well, after some dice rolls, the flayers won and one of the reasons was because of these foulspawns. I took some liberty and based them off the nomu from My Hero Academia. These thralls had been so experimented on they had become mindless brutes – nigh indestructible – but still mindless.

PCs figured out the “gimmick” pretty fast and killed the flayers before the foulspawn became an issue.

FOULSPAWN NOMU

Foulspawn come in a variety of shapes and size but generally appear as to be a large, black or grey skinned humanoid monster with a very muscular body that has many scars on it. Its brain is exposed on the top of his head, while its large eyes are around it. Its mouth is in the shape of a bird’s beak filled with sharp teeth.

ANCIENT FOULSPAWN BERSERKER
Large aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1)

Saving Throws DEX +3, WIS +5
Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmedfrightened
Senses Darkvision 60 ft., Passive Perception 15
Languages Deep Speech
Challenge 10 (5,900 XP)

Berserker Aura. When a creature within 10 feet of the berserker makes a melee attack, it must choose its target at random from the potential targets in range.

Berserker Charge. If the berserker moves at least 10 feet straight toward a target and then hits it with a greatsword attack on the same turn, the target takes an extra 9 (2d8) slashing damage.

Bloodied Frenzy. While the berserker is bloodied it does an extra die of damage with its melee weapon attacks (not included).

Mental Feedback. If the berserker is targeted by an enchantment, the creature and the berserker each take 10 psychic damage.

Senseless. The berserker is completely dependent on its controlling mind flayer to function properly. If the controlling mind flayer dies the berserker’s intelligence drops to 1 and it takes no action except to defend itself and will eventually wander off.

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

ACTIONS
Multiattack. The ancient berserker makes two greatsword attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and is stunned until the end of the target’s next turn.

Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) slashing damage.

Whirlwind (Greatsword To Hit roll of 15+). The berserker makes a separate greatsword attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Strength saving throw or be knocked prone.

REACTION
Shock Absorption. The berserker absorbs all damage types except for fire and, as a reaction, reflects that damage back on to its attacker.


ANCIENT FOULSPAWN MANGLER
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (-2)

Saving Throws DEX +7, CON +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmedfrightenedprone
Senses Darkvision 60 ft., Passive Perception 11
Languages Deep Speech
Challenge 5 (1,800 XP)

Ambush. On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn’t taken a turn yet.

Senseless. The mangler is completely dependent on its controlling mind flayer to function properly. If the controlling mind flayer dies the mangler’s intelligence drops to 1 and it takes no action except to defend itself and will eventually wander off.

Shadow Stealth. While in dim light or darkness, the mangler can take the Hide action as a bonus action.

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

ACTIONS
Multiattack. The mangler makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.

A flurry of Claws (Recharge 4−6). The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.

REACTION
Shock Absorption. The mangler absorbs all damage types except for fire and, as a reaction, reflects that damage back on to its attacker.


FOULSPAWN GRUE
Small aberration, neutral evil
Armor Class 11
Hit Points 17 (5d6)
Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 6 (-2)

Damage Immunities Psychic
Senses Darkvision 60 ft., Passive Perception 10
Languages Deep Speech
Challenge 1/4 (50 XP)

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

Senseless. The grue is completely dependent on its controlling mind flayer to function properly. If the controlling mind flayer dies the grue’s intelligence drops to 1 and it takes no action except to defend itself and will eventually wander off.

Aura of Madness. Creatures within 20 feet of the grue that aren’t aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a grue.

Teleport. As a move action, the grue instead teleports up to 20 feet.

ACTIONS
Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue’s next turn. If it already has disadvantage it is slowed, if it is already slowed it is stunned.

REACTION
Shock Absorption. The grue absorbs all damage types except for fire and, as a reaction, reflects that damage back on to its attacker

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