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### 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 Stun > ### Actions > ***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. \pagebreak ### 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