Khalesite Poison Spawn
These creatures are an oily vessel of necrotic tissue connected through a hive mind. It’s main purpose is to infect as many life forms as possible and continue to spawn. With sentient creatures it can do more insidious things, infecting them in body and soul. If the parasite is removed before a certain time period the damage can be undone. After a few days however the parasite begins to graft itself internally as well and the bonding will be permanent.
Basic Information
Anatomy
The Khalesite itself is a small oily newt like creature about the size of an Iguana. It’s main function is to either flow over the outside of a creature and take psychic control or to slither inside through the esophagus and work its way into the nervous system
Biological Traits
Once the Khalesite have infected another organism they increase the following stats:
AC+2. / Dex +2. / Str +2. They also grant their victim resistance against psionic attacks.
Tendril attack - Any creature infected with a Khalesite gains the ability to lash out with tendrils +6 to hit (2d10 damage)
Tendril Grapple - Black oily tendrils shoot out from the creature and attempt to grapple the opponent. DC 13 dexterity saving throw to avoid. If a creature is grappled for 3 rounds they will become infected by the Khalesite as well.
Tendril attack - Any creature infected with a Khalesite gains the ability to lash out with tendrils +6 to hit (2d10 damage)
Tendril Grapple - Black oily tendrils shoot out from the creature and attempt to grapple the opponent. DC 13 dexterity saving throw to avoid. If a creature is grappled for 3 rounds they will become infected by the Khalesite as well.
Genetics and Reproduction
The Khalesite use the biology of the creature they have infected to lay small oily eggs. These eggs open and release another spawn into the world. Normally the Khalesite have more victims to receive the new spawn and the cycle continues.
Additional Information
Perception and Sensory Capabilities
The Khalesite have resistances against the following damage types: Bludgeoning / Radiant / Necrotic / Psionic / Electrical. They are immune to Poison / Acid. They have the following condition immunities - Exhaustion / frightened / paralyze / petrify / poisoned / blinded/ charmed / deafened. They are susceptible and take double damage from - Sonic / Thunder / cold / fire.
Civilization and Culture
History
The Dark Druid -
STR - 20 DEX - 17 CON - 18 INT - 16 WIS - 13 CHA - 10
When the Dark Druid / Khalesite Queen fails a saving throw, it can choose to succeed instead.
Magic Resistance. - has advantage on saving throws against spells and other magical effects.
Regeneration. regains 20 hit points at the start of its turn. If it takes fire or Sonic damage, this trait doesn't function at the start of its next turn. dies only if it starts its turn with 0 hit points and doesn't regenerate.
Spider Climb. DDKQ can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. DDKQ makes three tendril lash attacks.
Tendril Lash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is infected and enthralled by the Khalesite. 1d20+3
Eject Venom (Recharge 5–6). DDKQ spews out a black oily slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 3d10 +3 acid damage. Unless the target avoids taking any of this damage the target must make a DC 15 Int saving throw. On a fail the target's psyche is damaged. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the target is taken over by the Khalesite and becomes a thrall.
Legendary Actions
DDKQ can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. DDKQ regains spent legendary actions at the start of its turn.
Tendril Disarm - Several black tendrils shoot out of it's body and attempt to wrench away any weapons held by the target. DC 17 Dexterity saving throw.
Tendril Grapple - Several black tendrils reach out and entangle the target. DC 15 dexterity saving throw. A fail grapples the target rendering it immobile. If the target doesn't free itself in three rounds the Khalesite enthralls it.
Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target. [A poisoned creature has disadvantage on Attack rolls and Ability Checks. Summon Venom Beasts - DDKQ if he is close to being defeated will summon Venom Beasts to aid him in battle. THey have the following stats:Armor Class 15 (Natural Armor) Hit Points 45 (7d8+14) Speed 50 ft. STR 17 (+3) DEX 12 (+1) CON 14 (+2) INT 6 (-2) WIS 13 (+1) CHA 6 (-2) Skills Perception +5 Damage Immunities Fire Senses Darkvision 60 Ft., passive Perception 15 Languages Understands Infernal But Can't Speak It Challenge 3 (700 XP) Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage plus (2d6)fire damage. Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
STR - 20 DEX - 17 CON - 18 INT - 16 WIS - 13 CHA - 10
When the Dark Druid / Khalesite Queen fails a saving throw, it can choose to succeed instead.
Magic Resistance. - has advantage on saving throws against spells and other magical effects.
Regeneration. regains 20 hit points at the start of its turn. If it takes fire or Sonic damage, this trait doesn't function at the start of its next turn. dies only if it starts its turn with 0 hit points and doesn't regenerate.
Spider Climb. DDKQ can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. DDKQ makes three tendril lash attacks.
Tendril Lash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is infected and enthralled by the Khalesite. 1d20+3
Eject Venom (Recharge 5–6). DDKQ spews out a black oily slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 3d10 +3 acid damage. Unless the target avoids taking any of this damage the target must make a DC 15 Int saving throw. On a fail the target's psyche is damaged. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the target is taken over by the Khalesite and becomes a thrall.
Legendary Actions
DDKQ can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. DDKQ regains spent legendary actions at the start of its turn.
Tendril Disarm - Several black tendrils shoot out of it's body and attempt to wrench away any weapons held by the target. DC 17 Dexterity saving throw.
Tendril Grapple - Several black tendrils reach out and entangle the target. DC 15 dexterity saving throw. A fail grapples the target rendering it immobile. If the target doesn't free itself in three rounds the Khalesite enthralls it.
Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target. [A poisoned creature has disadvantage on Attack rolls and Ability Checks. Summon Venom Beasts - DDKQ if he is close to being defeated will summon Venom Beasts to aid him in battle. THey have the following stats:Armor Class 15 (Natural Armor) Hit Points 45 (7d8+14) Speed 50 ft. STR 17 (+3) DEX 12 (+1) CON 14 (+2) INT 6 (-2) WIS 13 (+1) CHA 6 (-2) Skills Perception +5 Damage Immunities Fire Senses Darkvision 60 Ft., passive Perception 15 Languages Understands Infernal But Can't Speak It Challenge 3 (700 XP) Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage plus (2d6)fire damage. Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Scientific Name
Khalosis metamorphic parasite
Origin/Ancestry
It is believed they came from the deepest part of the ocean.
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