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Rutterkin

The rutterkins, a breed of warped fiend, roam the Abyss in mobs that constantly search for victims to surround and devour. When they spot any good targets, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. They preferentially attack creatures without any Abyss corruption.   Warping Plague. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low.
Genetic Ancestor(s)
Genetic Descendants
Related Ethnicities

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Rutterkin

Medium fiend, chaotic evil
Armor Class 12
Hit Points 37 5d8+15
Speed 20ft

STR
14 +2
DEX
15 +2
CON
17 +3
INT
5 -3
WIS
12 +1
CHA
6 -2

Damage Resistances cold, fire, lightning
Damage Immunities Poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands Abyssal but can't speak
Challenge 2


Crippling Fear. When a creature that isn't a fiend starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.


 

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