Small aberration (titanspawn), lawful evil

9 (-1) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Armor Class 14 (natural armor)
Hit Points 16 (3d6 + 6)
Speed 20 ft., fly 30 ft.
Skills Deception +4, Stealth +3
Damage Resistances poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10
Languages Titan Speech
Challenge 1/4 (100 XP)

Special Traits

  • Disease Immunity. The pestilite is immune to diseases.
  • Hive Mind. All pestilites are in constant, rudimentary telepathic communication with every other pestilite within 6 miles. They cannot speak via this link, but they can exchange simple thoughts and images. If one is aware of a particular danger, they all are aware of that danger.


  • Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 1) piercing damage plus 2 (1d4) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 4 (1d8) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
  • Spit Poison. Ranged Weapon Attack: +3 to hit, range 10/30 ft., one target. Hit: 3 (1d4 + 1) poison damage.
  • Deafening Cadence. A pestilite produces a keening, piercing wail via drum-like organs in its abdomen, audible out to nearly a mile. Creatures other than pestilites within 15 feet must make a DC 12 Constitution saving throw or be deafened for as long as they remain within 15 feet of the deafening cadence, plus 1d4 rounds. Once a pestilite starts its cadence, it can use a bonus action to maintain the noise on subsequent turns. A creature that saves successfully against this effect is immune to deafening cadence for 24 hours.


A pestilite is almost never encountered alone. Together, a group of pestilites swoops in and tries to infect all possible targets with fever as quickly as possible, and then they retreat; they know that most infection victims do not live long, so they can withdraw and return later to feed upon dead or greatly weakened adversaries. Pestilites normally swarm and sting their opponents while using their deafening cadence.


Cunning Interlopers. Pestilites are sometimes able to move unnoticed through cities by disguising themselves as halflings or other small humanoids under long, deeply cowled robes or similar coverings. Some dwell in large communities under large cities or in massive nests near smaller settlements.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.