Kruthik Shadow Parasites

by Galemp

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Kruthik Shadow Parasites

 

Kruthiks, found in Mordenkainen's Tome of Foes, are fairly mundane low-level tunneling monsters: young kruthiks are CR 1/8, adults are CR 2, and the hive lord is CR 5. This homebrew presents an alternative origin and utility for the monsters, drawing on classic body-horror movie and video game tropes—specifically Resident Evil.

Kruthiks are chitinous parasites native to the Shadowfell that require living hosts to reproduce (typically adult humanoids, beasts, and giants.) Despite this, they feed only on undead flesh, and so are found only where the living and the dead exist in close proximity to each other. While they can be a nuisance to necromancers, some find potential for domestication.

A kruthik larva is a tiny microorganism that infects and grows inside its host, eventually taking over its mind. While the young parasite controls its host, it is driven to attack the non-infected in a suicidal killing spree. Only through a violent death can the kruthik "hatch" and grow to maturity.

Once freed, kruthiks feed on the flesh of the undead. Suffused with necromantic energy, the creature molts and grows in size. Adult kruthiks seek a source of food or livestock fodder, such as a granary, within which they spread the larval microbes. Living creatures that consume the microbes then become new hosts.

Disease Progression. An infected creature suffers no ill effects at first, but as the parasite matures, the host feels unwell. At the end of each long rest, the target must make a DC 10 Constitution saving throw against disease.
On a failure, the creature gains one level of exhaustion, which cannot be removed until the disease is cured.

When the creature would gain a 4th level of exhaustion, instead of its hit point maximum being halved, the creature is charmed by the parasite. When the creature would gain a 5th level of exhaustion, instead of its speed being reduced to 0, the mature parasite chooses the creature's actions. If the host dies from exhaustion, the parasite dies also.

These effects are intended for PCs and their NPC allies; for NPCs intended as enemies, use the modifications below.

Kruthik Infected Template

A creature infected by kruthik larva has their alignment changed to Chaotic Evil, all their movement speeds halved, and the following additional trait. The challenge rating (and XP reward) is also increased by one step if it's CR 9 or less.


Infected Fortitude. If damage reduces the infected to 0 Hit Points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is from a critical hit. On a success, the infected drops to 1 hit point instead, and falls prone.

Juvenile Infected Template

An infected creature with a juvenile kruthik larva also has the following trait and attack, in addition to the trait above.


Spawn Limb. The first time the infected succeeds on an Infected Fortitude saving throw, it takes no damage from the triggering attack. Instead, the triggering damage causes the infected's head to explode, and an insectoid, spiked arm emerges from the neck stump.

Without its head, the infected dies after 1 minute. Until then, it can make a Stab attack as a bonus action. The infected also gains blindsight with a range of 60 ft. (blind beyond this radius). It can't speak, hear, or otherwise take actions that would require its head.

Stab (useable only after Spawn Limb). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) piercing damage, or 6 (1d6+3) piercing damage if the infected is Large or larger.

Giant Infected Template

An infected creature that is Huge or larger gains the following attack options instead of Stab.


Stab (useable only after Spawn Limb). Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10+4) piercing damage.

Acid Spray (Recharge 5-6; useable only after Spawn Limb). The infected sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.

Mature Infected Template

An infected creature with a fully mature kruthik larva also has the following trait, in addition to the traits above.


Spawn Kruthik. When the infected dies, a kruthik appears in the infected's space. It is a young kruthik if the host was Medium, an adult kruthik if the host was Large, or a kruthik hive lord if the host was Huge or larger.


Infected Commoner

Medium humanoid (any race), chaotic evil


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge 1/8 (25 XP)

Infected Fortitude. If damage reduces the infected to 0 Hit Points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is from a critical hit. On a success, the infected drops to 1 hit point instead, and falls prone.

Actions

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 3 (1d6) slashing damage.

Grab. One Medium or smaller creature within 5 feet of the infected must succeed on a DC 10 Dexterity saving throw or be grappled (escape DC 10.) If the infected hits a grappled target with this attack, the target is also restrained until it escapes.

Infected Commoner

These commoners are influenced by the kruthiks, but not yet controlled by them. They may show signs of paranoia and aggression, or be completely unresponsive. The infected typically abandon normal cooking and cleaning habits, eating raw or spoiled food and leaving corpses and waste unburied.

Infected Cultist

Some deranged creatures may worship the kruthiks and nurture them. Willing converts become hosts for the kruthik larva; the unwilling are slain and raised as zombies for food.


Infected Cultist

Medium humanoid (any race), chaotic evil


  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

  • Skills Deception +2, Religion +2
  • Senses passive Perception 10
  • Languages Kruthik and any one language (usually Common)
  • Challenge 1/4 (50 XP)

Dark Devotion. The infected has advantage on saving throws against being charmed or frightened.

Infected Fortitude. If damage reduces the infected to 0 Hit Points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is from a critical hit. On a success, the infected drops to 1 hit point instead, and falls prone.

Spawn Limb. The first time the infected succeeds on an Infected Fortitude saving throw, it takes no damage from the triggering attack. Instead, the triggering damage causes the infected's head to explode, and an insectoid, spiked arm emerges from the neck stump.

Without its head, the infected dies after 1 minute. Until then, it can make a Stab attack as a bonus action. The infected also gains blindsight with a range of 60 ft. (blind beyond this radius). It can't speak, hear, or otherwise take actions that would require its head.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.

Stab (useable only after Spawn Limb). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) piercing damage.


Infected Berserker

Medium humanoid (any race), chaotic evil


  • Armor Class 13 (hide armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Senses passive Perception 10
  • Languages Kruthik and any one language
    (usually Common)
  • Challenge 3 (700 XP)

Infected Fortitude. If damage reduces the infected to 0 Hit Points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is from a critical hit. On a success, the infected drops to 1 hit point instead, and falls prone.

Reckless. At the start of its turn, the infected can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Spawn Limb. The first time the infected succeeds on an Infected Fortitude saving throw, it takes no damage from the triggering attack. Instead, the triggering damage causes the infected's head to explode, and an insectoid, spiked arm emerges from the neck stump.

Without its head, the infected dies after 1 minute. Until then, it can make a Stab attack as a bonus action. The infected also gains blindsight with a range of 60 ft. (blind beyond this radius). It can't speak, hear, or otherwise take actions that would require its head.

Spawn Kruthik. When the infected dies,
a young kruthik appears in the infected's space.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) piercing damage.

Stab (useable only after Spawn Limb). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) piercing damage.

Infected Berserker / Ogre / Cyclops

Those that fall under the control of the kruthik parasite become death seekers. In a demonic frenzy they provoke any creature they can find, attempting to release the kruthik within. The parasite hatchling then burrows and hides until it can find an opportunity to feed.


Infected Ogre

Large giant, chaotic evil


  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Common, Giant, Kruthik
  • Challenge 3 (700 XP)

Infected Fortitude. If damage reduces the infected to 0 Hit Points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is from a critical hit. On a success, the infected drops to 1 hit point instead, and falls prone.

Spawn Limb. The first time the infected succeeds on an Infected Fortitude saving throw, it takes no damage from the triggering attack. Instead, the triggering damage causes the infected's head to explode, and an insectoid, spiked arm emerges from the neck stump.

Without its head, the infected dies after 1 minute. Until then, it can make a Stab attack as a bonus action. The infected also gains blindsight with a range of 60 ft. (blind beyond this radius). It can't speak, hear, or otherwise take actions that would require its head.

Spawn Kruthik. When the infected dies,
an adult kruthik appears in the infected's space.

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Stab (useable only after Spawn Limb). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage.

Kruthik Hydra

The result of hideous experimentation by Kruthik cultists, this abomination resembles an amalgamation of monster parts. Damaging the hydra causes it to shed pieces of itself, which then scurry away as separate creatures.



Infected Cyclops

Huge giant, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0)

  • Senses passive Perception 8
  • Languages Giant, Kruthik
  • Challenge 7 (2,900 XP)

Infected Fortitude. If damage reduces the infected to 0 Hit Points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the infected drops to 1 hit point instead, and falls prone.

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

Spawn Limb. The first time the infected succeeds on an Infected Fortitude saving throw, it takes no damage from the triggering attack. Instead, the triggering damage causes the infected's head to explode, and an insectoid, spiked arm emerges from the neck stump.

Without its head, the infected dies after 1 minute. Until then, it can make a Stab attack as a bonus action. The infected also gains blindsight with a range of 60 ft. (blind beyond this radius). It can't speak, hear, or otherwise take actions that would require its head.

Spawn Kruthik. When the infected dies,
a kruthik hive lord appears in the infected's space.

Actions

Multiattack. The infected makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Grab. One Large or smaller creature within 10 feet of the infected must succeed on a DC 17 Dexterity saving throw or be grappled (escape DC 17.) Until the grapple ends, the target is also restrained. The infected can have one target grabbed at a time.

Stab (useable only after Spawn Limb). Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10+4) piercing damage.

Acid Spray (Recharge 5-6; useable only after Spawn Limb). The infected sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.



Kruthik Hydra

Huge monstrosity, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft., burrow 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 8 (-1) 10 (+0) 7 (-2)

  • Skills Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Kruthik
  • Challenge 8 (3,900 XP)

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 25 or more damage in a single turn, one of its heads becomes a young kruthik which appears within 10 feet of the hydra. If all its heads die, the hydra dies.

At the end of its turn, it regrows any heads that have died since its last turn, unless it has taken radiant damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many weapon attacks as it has heads, choosing Spike or Stab for each attack.

Stab. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Spike. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Acid Spray. The hydra sprays acid in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.

 

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