Bestiary · Aberration

PR 3

Rift Spawn

Rift spawn crawl out of unclosed tears in the Rift, and failed channeling sites accumulate them. They want only to stay on this side of the tear and pursue that without distraction.

Rift Spawn, drawn at Medium scale
Physiology
Aberration
Size
Medium
Speed
30 ft., climb 20 ft.
Armor class
15
Hit points
60 (8d8 + 24)
Proficiency
+2
  • STR 15 +2 save +2
  • DEX 17 +3 save +3
  • CON 16 +3 save +3
  • INT 8 -1 save -1
  • WIS 12 +1 save +1
  • CHA 11 +0 save +0
Skills
Stealth +5
Passive Perception
11
Senses
darkvision 60 ft.
Languages
Netherspeech
Damage resistances
rift, psychic
Condition immunities
charmed , frightened
Found in
Rift Breach

Traits

  • Rift Flicker

    At the start of each of its turns, teleports up to 15 feet to a space it can see.

Actions

  • Rending Limb

    +5 to hit · reach 5 ft.

    1d10 + 3 rift damage

    Two attacks.

  • Tear

    DC 13 Charisma save

    Each creature within 10 feet takes 3d8 rift damage on a failed save and has disadvantage on its next attack roll, or half damage on a success.

  • Flicker Reaction

    When an effect would banish, teleport or otherwise remove the rift spawn from this side of the tear, the effect fails and the spawn teleports up to 15 feet to a space it can see.