Horo Neia
The close relative of the taratect, the Horo Neia are creations of Kumoko. They refer to Kumoko as mother, but it is unknown if the horo neia are in fact her biological children, a magical creation, or some combination of the two. The horo neia live in Kumoko's palace, the Labyrinth of Madness. The horo neia work together in large groups and all of them have received training in magic from their mother.
Horo Neia
Small monstrosity, Chaotic Neutral
- Armor Class 18 (natural)
- Hit Points 110 (20d6+40)
- Speed 40ft
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 15 (+2) 20 (+5) 14 (+2) 8 (-1)
- Skills Perception +6 Stealth +9
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60ft, passive Perception 16
- Languages Chitinese (telepathy 20ft)
- Challenge 10 (5,900 Xp)
Pack Tactics. The horo neia has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The horo neia is a 15th level spellcaster. Its spellcasting ability is intelligence (DC17, +9 to hit with spells.) The horo neia has the following spell prepared.
Cantrips (at will): Blade Ward, Chill Touch, Mage Hand, Poison Spray, Sapping Sting
1st level (4 slots.) Absorb Elements, Catapult, Cause Fear, Magic Missile, Shield
2nd level (3 slots.) Darkness, Gust of Wind, Shatter
3rd level (3 slots.) Erupting Earth, Dispel Magic, Spirit Shroud (necrotic)
4th level (3 slots.) Elemental Bane, Evard's Black Tentacles, Phantasmal Killer
5th level (2 slots.) Cloudkill, Wall of Force
6th level (1 slot.) Circle of Death
7th level (1 slot.) Whirlwind
8th level (1 slot.) Power Word StunActions
Multiattack. The horo neia makes two bite attacks
Bite. melee weapon attack: +9 to hit, Reach 5ft, one target. Hit 7 (1d4+5) piercing damage + 15 (6d4) poison damage.
Poison Breath. The horo neia exhales a cloud of poisonous gas in a 30ft cone. All creatures in that area must make a DC 14 Constitution saving throw, taking 60 (24d4) poison damage on a failure or half on a success.
Horo Neia Swarms
Infant horo neia form massive swarms as they patrol the Labyrinth of Madness. These swarms are capable of taking down massive foes with little difficulty. Even at this young age the horo neia are capable of using small amounts of magic which they use to bombard foes with.
Horo Neia Swarm
Gargantuan swarm of Tiny monstrosities, Chaotic Neutral
- Armor Class 16
- Hit Points 224 (64d4+64)
- Speed 40ft
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 6 (-2)
- Skills Stealth + 7
- Condition Immunities Exhaustion, Poisoned
- Senses 60ft, passive Perception 11
- Languages Chitinese
- Challenge 7 (2,900 Xp)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites. melee weapon attack: +7 to hit, Reach swarm's space, all creatures in the swarm's space. Hit 18 (6d4+3) piercing damage + 15 (6d4) poison damage
Cantrip Barrage (recharge 5-6.) The swarm fires a total of 8 of the randomly determined cantrips. These cantrips can target one creature, or any number of different creatures in the cantrips's range (DC 15, +7 to hit.)
1.) Acid Splash
2.) Chill Touch
3.) Firebolt
4.) Frostbite
5.) Mindsliver
6.) Poison Spray
7.) Ray of Frost
8.) Sapping Sting
9.) Thunder Clap
10.) Toll the Dead