Huge Beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 8 (-1) | 22 (+6) | 2 (-4) | 10 (+0) | 14 (+2) |
Bulky Behemoth. The Glyphid dreadnought must use 10 feet of movement to turn 90 degrees. This movement does not provoke opportunity attacks.
Cavern Crawler. The Glyphid dreadnought 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.
Impenetrable Defences. The Glyphid dreadnought has thick armour plates covering its front and sides. It is immune to all damage from attacks and automatically succeeds all saving throws which originate from infront of it, and has resistance to all damage from attacks and advantage on all saving throws which originate from the side of it.
Legendary Resistance (3/Day). If the Glyphid dreadnought fails a saving throw, it can choose to succeed instead.
Multiattack. The Glyphid dreadnought makes three slam attacks or uses its flaming ball twice.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target which is in front of it. Hit: 19 (2d10 + 8) bludgeoning damage.
Flaming Ball. The Glyphid dreadnought spews a ball of molten rock at a point in front of it within 60 feet which explodes into a 10-foot radius ball of fire. Any creature in the area must make a DC 20 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.
Trembling Stomp (Recharge 5-6). The Glyphid dreadnought rears up then slams back down, causing spikes to burst from the ground in a 30-foot radius centered on itself. Each creature in the area, other than itself, must make a DC 22 Dexterity saving throw, taking 66 (12d10) piercing damage and being knocked prone on a failed save, or half as much damage on a successful one. Additionally, the ground in the area becomes difficult terrain.
Priority Foe. When the Glyphid dreadnought takes more than 40 damage from a single attack, it can turn to face its attacker unless its speed is 0.
The Glyphid dreadnought 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. The Glyphid dreadnought regains spent legendary actions at the start of its turn.
Attack. The Glyphid dreadnought makes one slam attack or uses its flaming ball once.
Move. The Glyphid dreadnought moves up to its speed without provoking opportunity attacks.
Huge beast (Naedocyte), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 14 (+2) | 4 (-3) | 10 (+0) | 8 (-1) |
Produce Roe. The Naedocyte breeder drops a Naedocyte roe in an unoccupied space on the ground within 5 feet of it. At the start of the Naedocyte breeder’s next turn, the roe hatches, releasing 5 Naedocyte hatchlings which join the fight.
Medium object (Naedocyte), unaligned
Medium beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 14 (+2) | 2 (-4) | 12 (+1) | 2 (-4) |
Multiattack. The Mactera brundle makes two sting shot attacks.
Sting Shot. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a DC 13 Constitution saving throw, becoming poisoned for one hour on a failed save.
Tiny beast (Naedocyte), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 4 (-3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 2 (-4) |
Pack Synergy. A creature has disadvantage on a saving throw caused by the Nadeocyte shocker if at least one of the Nadeocyte shocker’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Discharge. The Naedocyte shocker delivers an electric pulse to one creature within 5 feet. The target must succeed on a DC 11 Constitution saving throw or take 2 (1d4) lightning damage and have their speed reduced by 5 feet until the end of their next turn.
Large beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 18 (+4) | 4 (-3) | 12 (+1) | 2 (-4) |
Death Trail. If the Mactera frost bomber is airborne when it dies, it creates a 30-foot line of supercooled goo as it tumbles to the ground. Roll a d8 to determine which direction the line goes in. If it is on the ground when it dies, it creates a 10-foot radius of supercooled goo centered on itself. Each creature standing in the goo when it appears or which enters the goo must make a DC 15 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. The goo lasts for 1 minute and counts as difficult terrain.
Blob Shot. The Mactera frost bomber chooses a point within 20 feet and creates a 5-foot radius blob of supercooled goo there. Each creature standing in the goo when it appears or which enters the goo must make a DC 15 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. The goo lasts for 1 minute and counts as difficult terrain.
Tiny beast (Naedocyte), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 2 (-4) |
Barb. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Medium beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 18 (+4) | 12 (+1) | 2 (-4) | 12 (+1) | 2 (-4) |
Multiattack. The Mactera tri-jaw makes three sting shot attacks.
Sting Shot. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) poison damage.
Large plant, unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 14 (+2) | 2 (-4) |
Rooted. The spitball infector is immune to any effects which would move it against its will.
Acid Mortar. The spitball infector spits a glob of acid at a point within 180 feet which explodes in a 5-foot radius. Each creature in the area must make a DC 14 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.
Large beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 18 (+4) | 4 (-3) | 12 (+1) | 2 (-4) |
Death Trail. If the Mactera goo bomber is airborne when it dies, it creates a 30-foot line of poisonous goo as it tumbles to the ground. Roll a d8 to determine which direction the line goes in. If it is on the ground when it dies, it creates a 10-foot radius of poisonous goo centered on itself. Each creature standing in the goo when it appears or which enters the goo must make a DC 15 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. The goo lasts for 1 minute and counts as difficult terrain.
Blob Shot. The Mactera goo bomber chooses a point within 20 feet and creates a 5-foot radius blob of poisonous goo there. Each creature standing in the goo when it appears or which enters the goo must make a DC 15 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. The goo lasts for 1 minute and counts as difficult terrain.
Large beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 14 (+2) | 2 (-4) | 12 (+1) | 2 (-4) |
Restraining Grappler. A creature which is grappled by the Mactera grabber is also restrained.
Grapple. The Mactera grabber chooses one creature which is no more than one size category larger than it and which is within 5 feet of it. The Mactera grabber makes a Strength (Athletics) check and the target creature must succeed either a Dexterity (Acrobatics) or Strength (Athletics) check (the target chooses the ability to use) with a DC equal to the Mactera grabber’s roll or be grappled by the Mactera grabber.
Medium beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 16 (+3) | 10 (+0) | 2 (-4) | 12 (+1) | 2 (-4) |
Sting Shot. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Huge beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 4 (-3) | 22 (+6) | 2 (-4) | 10 (+0) | 14 (+2) |
Death Burst. When the Glyphid brood nexus dies it explodes in a burst of Glyphid swarmers. 2d4 + 1 Glyphid swarmers appear at unoccupied spaces within 10 feet of the Glyphid brood nexus and join the fight.
Rooted. The Glyphid brood nexus is immune to any effects which would move it against its will.
Summon Glyphid Swarmer. The Glyphid brood nexus produces an additional Glyphid. One Glyphid swarmer appears at an unocupied space within 5 feet of the Glyphid brood nexus and joins the fight.
Protective Pheromones. When the Glyphid brood nexus is hit by a melee attack it sprays pheromones at the creature which attacked it. The creature must succeed on a DC 19 Dexterity saving throw or be covered in pheromones. A creature covered in pheromones has its location known by all Glyphids within 600 feet of it and attacks against that creature made by Glyphids have advantage. The pheromones last for 1 hour or until the creature cleans itself and its belongings.
The Glyphid brood nexus can take 2 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. The Glyphid brood nexus regains spent legendary actions at the start of its turn.
Summon Glyphid. The Glyphid brood nexus uses its summon Glyphid swarmer ability.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 14 (+2) | 4 (-3) | 10 (+0) | 6 (-2) |
Cavern Crawler. The Glyphid menace 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.
Sneaky. The Glyphid menace can take the Hide action as a bonus action.
Multiattack. The Glyphid menace makes four acid spit attacks.
Acid Spit. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 7 (2d6) acid damage.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 12 (+1) | 4 (-3) | 10 (+0) | 4 (-3) |
Cavern Crawler. The Glyphid acid spitter 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.
Multiattack. The Glyphid acid spitter makes two acid spit attacks or two bite attacks.
Acid Spit. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 9 (2d8) acid damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 12 (+1) | 4 (-3) | 10 (+0) | 4 (-3) |
Cavern Crawler. The Glyphid web spitter 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.
Cowardly. The Glyphid web spitter can take the Disengage action as a bonus action.
Web Spit. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 7 (2d6) poison damage and the target is restrained until the start of the Glyphid web spitter’s next turn.
Huge beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 8 (-1) | 20 (+5) | 2 (-4) | 10 (+0) | 8 (-1) |
Cavern Crawler. The Glyphid bulk detonator 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 a Glyphid exploder dies, it begins to convulse, giving a warning that it’s about to explode. On its next turn, it explodes in an enormous burst of fire. Each creature within 40 feet of it must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Additionally, the ground in the area becomes difficult terrain.
Illumination. The Glyphid bulk detonator sheds bright light in a 15-foot radius and dim light in an additional 25 feet.
Mutliattack. The Glyphid bulk detonator makes two bite attacks and uses its hellfire stomp.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Hellfire Stomp. The Glyphid bulk detonator stomps the ground, releasing a fiery burst in a 15 foot radius centered on itself. Each creature in the area, other than itself, must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. Additionally, the ground in the area becomes difficult terrain.
The Glyphid bulk detonator can take 2 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. The Glyphid bulk detonator regains spent legendary actions at the start of its turn.
Attack. The Glyphid bulk detonator makes one bite attack.
Move. The Glyphid bulk detonator moves up to its speed without provoking opportunity attacks.
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.
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 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 Glyphid exploder dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Additionally, the ground in the area becomes difficult terrain.
Illumination. The Glyphid exploder sheds dim light in 5-foot radius.
Explode. The 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.
Huge beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 8 (-1) | 18 (+4) | 2 (-4) | 10 (+0) | 8 (-1) |
Cavern Crawler. The Glyphid oppressor 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 Cloud. When the Glyphid oppressor dies, it creates a cloud of gas in a 15-foot radius centred on its body. Each creature standing in the gas when it appears or which moves into the gas must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save or half as much damage on a successful one. The gas lasts for one minute or until it takes any fire damage, whereupon it will ignite, dealing 7 (2d6) fire damage to any creature inside the gas.
Multiattack. The Glyphid oppressor makes two bite attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Pulverise. The Glyphid oppressor tears up the ground, sending shrapnel flying in a 20-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 22 (5d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
The Glyphid oppressor can take 1 legendary action, 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. The Glyphid oppressor regains spent legendary actions at the start of its turn.
Attack. The Glyphid oppressor makes one bite attack.
Move. The Glyphid oppressor moves up to its speed without provoking opportunity attacks.
Slam. The Glyphid oppressor slams the ground to create a 10-foot radius shockwave centred on itself. Each creature in the area, other than itself, must succeed a DC 18 Dexterity saving throw or be knocked prone.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 16 (+3) | 6 (-2) | 10 (+0) | 12 (+1) |
Cavern Crawler. The Glyphid warden 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.
Warding Tethers. The Glyphid warden emits a 15-foot protective aura. Any Glyphids, other than itself, inside this aura are connected to the Glyphid warden by tethers of pink energy and gain resistance to all damage. This ability does not work if the Glyphid warden is incapacitated.
Summon Glyphid Grunt. The Glyphid warden emits a pheromone to attract nearby Glyphids. One Glyphid grunt burrows from the ground at an unoccupied space within 30 feet of the Glyphid warden and joins the fight.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 10 (+0) | 8 (-1) |
Cavern Crawler. The irradiated Glyphid praetorian 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.
Resolute. The irradiated Glyphid praetorian has advantage on saving throws against being frightened.
Vibrant Demise. When the irradiated Glyphid praetorian dies, it creates a glowing pool of energy in a 10-foot radius centred on its body. Each creature standing in the glowing pool when it appears or which moves into the glowing pool must make a DC 13 Constitution saving throw, taking 13 (3d8) radiant damage on a failed save or half as much damage on a successful one. The glowing pool lasts for one minute before dissipating.
Multiattack. The irradiated Glyphid praetorian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Vibrant Emission (Recharge 5-6). The irradiated Glyphid praetorian creates a glowing pool of energy in a 10-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 10 (+0) | 8 (-1) |
Cavern Crawler. The frigid Glyphid praetorian 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 Cloud. When the frigid Glyphid praetorian dies, it creates a cloud of supercooled vapour in a 10-foot radius centered on its body. Each creature standing in the cloud when it appears or which moves into the cloud must make a DC 13 Constitution saving throw, taking 9 (2d8) cold damage and having their speed reduced by 10 feet until the start of their next turn on a failed save, or half as much damage on a successful one. The cloud lasts for one minute before dissipating.
Resolute. The frigid Glyphid praetorian has advantage on saving throws against being frightened.
Multiattack. The frigid Glyphid praetorian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Ice Spray (Recharge 5-6). The frigid Glyphid praetorian spews a supercooled liquid in a 10-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 9 (2d8) cold damage and having their speed reduced by 10 feet until the start of their next turn on a failed save, or half as much damage on a successful one.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 10 (+0) | 8 (-1) |
Cavern Crawler. The Glyphid praetorian 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 Cloud. When the Glyphid praetorian dies, it creates a cloud of gas in a 10-foot radius centered on its body. Each creature standing in the gas when it appears or which moves into the gas must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save or half as much damage on a successful one. The gas lasts for one minute or until it takes any fire damage, whereupon it will ignite, dealing 7 (2d6) fire damage to any creature inside the gas.
Resolute. The Glyphid praetorian has advantage on saving throws against being frightened.
Multiattack. The Glyphid praetorian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Acid Spray (Recharge 5-6). The Glyphid praetorian spews a corrosive liquid in a 10-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 2 (-4) | 10 (+0) | 2 (-4) |
Cavern Crawler. The Glyphid grunt guard 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.
Guardian. The Glyphid grunt guard uses its armoured forelegs to defend allies within a 5-foot radius. All Glyphids inside this radius benefit from half cover (+2 to AC and Dexterity saving throws). This ability does not work if the Glyphid grunt guard is incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Medium beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 2 (-3) |
Cavern Crawler. The Glyphid grunt slasher 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.
Multiattack. The Glyphid grunt slasher makes one bite attack and one crippling slash attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Crippling Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target has their speed halved until the start of the Glyphid grunt slasher’s next turn.
Small beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 10 (+0) | 2 (-4) | 10 (+0) | 2 (-4) |
Cavern Crawler. The Glyphid grunt 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.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Tiny beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 1 (-5) |
Cavern Crawler. The Glyphid swarmer 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.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.