Monster I’d Like to Fight: Mage-bane Skitter

Monster I'd Like to Fight: Mage-bane Skitter

Mage-bane skitters are small crustaceans that dwell in saltwater environments. Their shells resemble undulating waves with vibrant colors ranging from deep purples to shades of bluish-green and are adorned with numerous sharp, hardened protrusions. These creatures navigate their surroundings on multiple legs that culminate in pointed tips. On their underside, smaller appendages aid in precise manipulation. Whether deep within the ocean or along coastal regions, skitters gravitate towards areas suffused with magic energy.

These creatures possess an uncanny affinity for magic, especially drawn to potent magic items. As they outgrow their current shells, skitters actively seek such items to slowly absorb their magical essence to fashion new, larger shells. Typically, a solitary skitter won’t fully deplete a magic item within a single growth cycle. However, an undisturbed cast of skitters over multiple cycles could render a powerful artifact, such as a staff of power, into a mundane piece of wood. Fortunately, skitters mature slowly, affording them decades to seek out new sources of magic for their subsequent shell.

Mage-bane Skitter

Small Monstrosity, Unaligned


Armor Class 13 (natural armor)

Hit Points 60 (11d6 + 22)

Speed 40 ft., swim 40 ft.

STRDEXCONINTWISCHA
16 (+3)14 (+2)15 (+2)2 (-4)12 (+1)3 (-4)

Skills Acrobatics +4, Athletics +5

Senses darkvision 60 ft., passive Perception 11

Languages —

Challenge 3 (700 XP)

Proficiency Bonus +2


Amphibious. The skitter can breathe air and water.

Magic Detection. The skitter can see faint auras around creatures or objects that bear magic.

Actions


Multiattack. The skitter makes two Stab attacks. It can replace one attack with a use of Ink.

Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Ink (Recharge 5–6). While submerged in water, the skitter releases a cloud of black ink into the water in a 20-foot-radius sphere centered on itself, heavily obscuring the area. If the skitter is not submerged in water, it instead sprays ink at a target it can see within 30 feet of it. The target must succeed on a DC 13 Constitution saving throw or be blinded. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The ink effect lasts for 1 minute.

Reactions


Spell Absorption. The skitter halves the damage that it takes from a spell. The first time it hits with an attack next turn, it deals an additional 1d6 damage of the same type that was dealt by the spell.

Downloads

Further Reading

A mage-bane skitter could be a perfect addition as a boss in our sunken city map.

Perhaps some skitters are guarding a powerful spell book like the Codex of the Tides.

Imagery created with Midjourney.

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