5e SRD >Creatures >

Arthrop

Medium humanoid (arthrop), lawful evil

Armor Class 16 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 35 ft., fly 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 12 (+1) 13 (+1) 6 (-2)

Skills Perception +3, Stealth +5, Survival +3
Damage Resistances poison, psychic
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 13
Languages Arthrop
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Crystal Clarity. An arthrop has crystals embedded inside it. These crystals enable it to speak and give immunity against any charm magic.
  • Keen Sight. An arthrop has advantage on Wisdom (Perception) checks that rely on sight.
  • Pack Tactics. An arthrop has advantage on an attack roll against a creature if at least one of the arthrop’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

  • Multiattack. An arthrop makes two attacks, only one of which can be a bite attack.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 1 poison damage.
  • Sand Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/70 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 1 poison damage, or 8 (1d12 + 2) piercing damage plus 1 poison damage if used with two claws to make a melee attack.

ABOUT

A buzzing sound fills the air above lonely desert dunes. The crescent moon illuminates a glistening procession of flying creatures. A raiding party of arthrops is heading towards a nearby oasis. The bizarre insect-like humanoids break formation as their leader touches a crystal in his throat. Moments later, shouts break out in nearby tents as the raid begins.

Hive Hierarchy. Arthrops have lived in the desert for thousands of years. They have a strict hierarchy and the queen is their supreme leader. The hive lives in an extensive system of hidden tunnels underground. Their queen is heavily protected by an elite group of guards.

Desert Warriors. These unusual creatures fashion their weapons out of items from the natural world. Remains of giant insects, plants, and anything stolen on raids are used by the resourceful humanoids. They know every inch of the desert world and use the terrain to their advantage.

New Voices. Arthrops used to speak in clicks and other natural sounds. Chaos tore apart their close society until healing crystals were found. Magical energy from the gems gave the arthrops a new voice and immunity against being charmed.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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