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The Pale Mandibles - AI-generated fantasy Monster

The Pale Mandibles

The Pale Mandibles received only fragments of a larger transmission. The signal warned them that a dangerous child was being moved by humans and that delay would allow her captors to awaken something beneath the world. The instructions never name Morvath. They speak instead of containment, purification, and preventing another collapse. Click-Under-Sun interprets this as a rescue mission. In truth, the signal guides the party toward Morvath's interests while preserving the illusion that the Chitinikk are acting independently.

MediumMonstrosity(Insectoid Chitinikk)CR Moderate to dangerous, especially in vertical terrainLawful neutral, drifting toward lawful evil through manipulated orders

The Pale Mandibles

Dark fantasyPost-apocalypseChitinikkInsectoidHunting partyAmbushSocial encounterXaad-aajMorvathMihuRavineCorrupted instructions
AC+6SPD30 ft., Climb 30 ft., Can climb difficult surfaces, including ceilings, without making an ability checkCR5 (1,800 XP)AthleticsInvestigationPerceptionStealthSurvival
STR
18
DEX
18
save
CON
15
INT
12
WIS
16
save
CHA
10
Ravine Ambushers. The Pale Mandibles has advantage on initiative rolls. During the first round of combat, it has advantage on attack rolls against creatures that have not yet taken a turn.
Clicking Language. The Pale Mandibles can communicate through clicks inaudible to most creatures. A creature that spends 1 minute observing the clicks and succeeds on a Wisdom (Insight) check can understand basic concepts such as danger, trade, food, child, magic, and retreat.
Coordinated Flanking. The Pale Mandibles has advantage on attack rolls against a creature if at least one of the Pale Mandibles' allies is within 5 feet of the creature and the ally is not incapacitated.
Scent Marks. The Pale Mandibles can identify whether a creature has recently handled blood, bone, magic, or Order of the Source materials by scent. It has advantage on Wisdom (Survival) checks to track marked creatures.
Disciplined Withdrawal. If the Pale Mandibles is reduced to 0 hit points, it makes a Constitution saving throw. On a success, one apparently fallen Chitinikk remains alive with 1 hit point and can crawl away, carrying the signal receiver or warning the brood.
Suspicion of Magic. The Pale Mandibles has advantage on saving throws against spells and other magical effects that would charm, frighten, or compel it. It has disadvantage on saving throws against effects that manipulate scent or create overwhelming artificial odors.
Multiattack. The Pale Mandibles makes two attacks, using Mandible Hook and Ceramic Spear in any combination. It cannot make more than one Blinding Dust attack during this action.
Mandible Hook. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage. If the target is Medium or smaller, it must succeed on a Strength saving throw or be pulled up to 10 feet toward the Pale Mandibles and knocked prone.
Ceramic Spear. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 7 () piercing damage plus 3 () poison damage.
Blinding Dust. The Pale Mandibles scatters a pouch of pale ravine dust at a point it can see within 30 feet. Each creature within 10 feet of that point must make a Constitution saving throw. On a failure, a creature is blinded until the end of its next turn. On a success, it is not blinded but has disadvantage on its next attack roll before the end of its next turn. The Pale Mandibles is immune to its own dust.
Coordinated Mark. The Pale Mandibles marks one creature it can see within 60 feet with scent, powder, and clicking resonance. Until the end of the Pale Mandibles' next turn, the first Pale Mandible ally to attack that creature has advantage on the attack roll and deals an extra 4 () damage on a hit.
Ravine Skitter. The Pale Mandibles moves up to its speed without provoking opportunity attacks. During this movement, it can climb rough stone, ruined metal, or insect tunnels without making an ability check.
Hook and Slip. When a creature within 5 feet misses the Pale Mandibles with a melee attack, the Pale Mandibles can move up to 10 feet without provoking opportunity attacks. It can then make one Mandible Hook attack against the attacking creature if that creature is within range.
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