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.
- 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.