Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 10 (+0) | 2 (-4) | 10 (+0) | 4 (-3) |
Cavern Crawler. The irradiated Glyphid exploder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Death Burst. When the irradiated Glyphid exploder dies, it creates a glowing pool of energy in a 5-foot radius centered on its body. Each creature standing in the glowing pool when it appears or which enters the glowing pool must make a DC 10 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one. The glowing pool lasts for one round before dissipating.
Illumination. The irradiated Glyphid exploder sheds dim light in 5-foot radius.
Explode. The irradiated Glyphid exploder begins to convulse and ends its turn. At the start of its next turn, it explodes as if by its death burst feature. Any remaining hit points it has are added to the damage of the death burst.
Irradiated Glyphid exploders have very simple tactics: get a target in range, explode.
“Kill the glowing ones before they get close!” – A dwarf giving tactically sound advice to his colleagues.
Irradiated Glyphid exploder’s have adapted to their irradiated home remarkably well. Like their base cousins, their bodies are covered in glowing tumours, but for the irradiated exploder, the tumours glow lime green and contain a vibrant fluid charged with radiant energy.
This creature is based on reference material found in the game Deep Rock Galactic. It’s a good game, go check it out.