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KRUTHIKS


Kruthiks are chitin-covered reptiles that hunt in packs

and nest in sprawling subterranean warrens. They

are attracted to sources of heat, such as dwarven

forges and pools of molten lava, and carve out lairs

as close to s uch locations as possible. As they

burrow through the earth, they leave behind

tunnels- evidence that is often the first clue to

the nearby presence of a kruthik hive. Kruthiks

also make use of preexisting underground

chambers, incorporating them into their lairs

when they can.

Kruthiks communicate with one another

through a series of hisses and chittering

noises. These sounds can often be heard

in advance of a kruthik attack. Whenever

their lair is invaded, kruthik guards send

out an alarm by rapidly tapping the stone floor with their

sharp legs.

Sharp Senses. In addition to having an acute sense

of smell, kruthiks can see in the dark and can detect

vibrations in the earth around them. They take the scent

of their own dead as a warning and avoid areas where

many other kruthiks have died. Slaying a sufficient num-

ber of kruthiks in one area might cause the remaining

hive members to move elsewhere.

Sharper Weapons. Although they can feed on car-

rion, kruthiks prefer live prey. They kill enemies by

impaling them on their spiked limbs, then grind up the

flesh and bones with mandibles strong enough to chew

rock. When several kruthiks gang up on a single foe,

they become frenzied and even more lethal.

Shared Lair. Kruthiks abide the presence of con-

structs, elementals, oozes, and undead, and use such


creatures to help guard their hive. Kruthiks are smart

enough to barricade some tunnels and dig new ones

that keep their neighbors away from their eggs.

Kruthiks hatch from eggs laid by female adults. Each

egg is about the size of an adult human's head and

hatches within a month. Tiny kruthik hatchlings are

harmless, rarely stray far from the nest, and feed pri-

marily on offal and one another. Within a month, the

survivors become young kruthiks large en ough to hunt


and defend themselves.






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YOUNG KRUTHIK


Small monstrosity, unaligned

Armor Class 16 (natural armor)

Hit Points 9 (2d6 + 2)

Speed 30 ft., burrow 10 ft., climb 30 ft.

STR

13 (+l)

DEX

16 (+3)

CON

13 (+l)

INT

4 (-3)

WIS

10 (+O)

Senses darkvision 30 ft., tremorsense 60 ft.,

passive Perception 10

Languages Kruthik

Challenge 1/8 (25 XP)

CHA

6 (-2)

Keen Smell. The kruthik has advantage on Wisdom (Perception)

checks that re ly on smell.

Pack Tactics. The kruthik has advantage on an attack roll

against a creature if at least one of the kruthik's allies is within

5 feet of the creature and the ally isn't incapacitated.

Tunneler. The kruthik can burrow through solid rock at half

its burrowing speed and leaves a 21/2-foot-diameter tunnel

in its wake.

ACTIONS

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Stab. Melee Weapon Attack: +S to hit, reach 5 ft., one target.

Hit: 5 (ld4 + 3) piercing damage.

CHAPTER 6 I BESTIARY
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