Shardlings
Creatures from another world, highly adaptable and sharing their adaptations with their brethren. Live in social hives and will turn invasive in no time.
This shardling is nothing special, yet.
- Claw.2d6
This shardling is nothing special, yet.
- Claw.
1d6 (follow minion rules)
Shardlings’ attacks don’t miss on a 1 as long as this is alive.
- (2×) Precise stabbing.1d6+1
Heroes have disadvantage on their Stealth check as long as this is alive.
- (2×) Sharp claws.1d6+1
Add +1 to Assess DC against shardlings as long as this is alive.
- Confusing strike.2d6+3
All shardlings have a Fly speed of 8 as long as this is alive.
- Rending claw.2d6+5
Shardlings' attacks have Reach 4 as long as this is alive.
- Sticky belching.
(Reach 4) 2d6+4. On damage, Slowed.
Shardlings can't be critted as long as this is alive.
- Scythe claw.2d6+6
Shardling attacks deals psychic damage (ignoring armor) as long as this is alive.
- Fraying sanity.
(Reach 4) 2d4+6 psychic damage (ignoring armor). On damage, Dazed.
- •Apex strike.
Move 6. (Reach 3) 2d6+6. On damage, Prone.
- •Eldritch pheromones.
(1/round) Command your minions to move then attack.
- •Hive call.
Summon 2 shardling minions / hero (size: d6). Total minions number at the same time can't exceed 2 x number of heroes. They act at the end of each round.
- •Forced adaptation (4 uses).
A minion transforms into a type of non-minion shardling. Cost transformation LVL uses, rounded up.
At 110 HP, summon 1 Boneshell Shardling for every 2 heroes. They can interpose for the Broodlord while within Reach 2 of it.
At 0, the Broodlord is dying! 70 more damage and it dies! Summon 1 shardling minion / hero (size: d6), then loses access to Hive Call. From now on, ANY shardling within Reach 2 of the Broolord can interpose for it.