Angry Mite - AI-generated fantasy Monster

Angry Mite

Farmers tell tales of tiny humanoid mites that steal from their harvest and bite through leather boots. Travelers who keep coins in outer pockets learn to check their belts at daybreak. Folklore warns that the mites are attracted to recent blood and bright things.

HP45AC14SPD30 ft., climb 20 ft.CR2 (450 XP)StealthPerceptionAthletics
STR
14
DEX
16
save
CON
16
save
INT
8
WIS
12
CHA
6
Ambusher. The mite has advantage on attack rolls against a creature it surprised.
Pack Tactics. The mite has advantage on attack rolls against a creature if at least one of the mite's allies is within 5 feet of the creature and the ally isn't incapacitated.
Grassland Camouflage. When the mite is in tall grass or similar terrain, it has advantage on Dexterity (Stealth) checks to hide and cannot be detected by passive Perception from creatures more than 20 feet away unless they succeed on an active Perception check against .
Spiked Carapace. The mite's carapace is lined with small barbs. Whenever a creature hits the mite with a melee attack, the attacker takes 3 piercing damage.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. If the target is a creature smaller than Large, the mite can choose to latch on. A latched creature takes piercing damage at the start of each of the mite's turns until the mite is removed with an action that deals at least 5 slashing or bludgeoning damage to the mite or a successful Strength check by the creature to pry it off. The mite can latch onto only one creature at a time.
Spiked Charge. The mite moves up to its speed in a straight line toward a foe and makes a bite attack. If the mite moves at least 10 feet straight toward the target immediately before the attack and hits, the target takes an extra piercing damage and must succeed on a Strength saving throw or be knocked prone.
Chitin Spray. The mite flings a small spray of barbed chitin at a creature within 10 feet. Ranged Weapon Attack: to hit, range 10/30 ft., one target. Hit: piercing damage and the target has disadvantage on the next Wisdom (Perception) check it makes before the end of its next turn.
Spiny Deflection. When a creature within 5 feet hits the mite with a melee attack, the attacker takes 3 piercing damage as barbs on the carapace rake them. This damage is nonlethal to the attacker but ignores resistance to slashing and piercing.
Holdfast. If an enemy tries to move through a space occupied by the mite, the mite can attempt to cling and force the enemy to succeed on a Strength check or have its speed reduced to 0 until the end of its next turn.
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