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There are many types of Blatarians, but all are believed to have stemmed at one point or another, from the highly survivable and adaptive “Shifters”.
These wolf-sized insectoid predators are believed to have originated from a long since dead planet whose inhabitants destroyed themselves with immensely powerful, radiant explosives, leaving the surface of their world highly energised and unsuitable for life. At this point, the primitive pre-blatarians may have been nothing more than harmless insects, no larger than a thumb each; but given time, a lack of predators and the mutagenic energy of their irradiated world, they have evolved into something far deadlier.

Blatarians have since become apex predators, adapting to almost anything that can kill them. If they are burned to death, their skin becomes thick and their armour plates absorb harmful energy, if they are stabbed, they develop scales that glance off future attacks. Even the cold of space cannot kill these creatures, as they form protective cocoons and drift until they are pulled into another world’s orbit, to spread their blight.

Although a fledgling Shifter may be weak and alone, it has been the folly of many an adventurer to underestimate their potential for destruction on a global scale.
They seek no goal other than to survive and they are incredibly skilled at it.

Blatarian Shifter

Medium Monstrosity, Chaotic Evil


Armour Class: 13 (natural armour)
Hit Points:
22 (4D8+4)
Speed:
40ft, burrow 20ft, climb 40ft


STR Dex con int wis Cha

12 (+1) 17 (+3) 12 (+1) 3 (-4) 12 (+1) 7 (-2)


Skills: Perception +3, Stealth +4
Damage Resistances: Acid.
Damage Immunities:
Radiant.
Senses:
Darkvision (120ft), Tremorsense (60ft), Passive Perception 13
Languages:
Blatarian
Challenge:
6 (2,300 EXP)


Adapt: Blatarians are nearly indestructible creatures, and as such, anything that kills them, only makes them adapt and evolve to return stronger than they were before. Each time they are killed; they return 1D4 hours later, resistant to their source of attack that killed them, with an extra D8 HP than they started with unless killed with a Frost attack. Each time a Blatarian Shifter dies, consult the Adaption* rules below.
Aversion of Fire: If the Blatarian Shifter takes fire damage, it has disadvantage on attack rolls and ability checks until the end of it’s next turn.
Cold Sensitivity: Blatarians cannot survive in cold environments and have vulnerability to frost damage. The Blatarian’s cold sensitivity can never adapt to become a strength.
Hold Breath: The Blatarian Shifter can hold its breath for 15 minutes.
Hibernate: Blatarian Shifters can survive in almost any environment, including the vacuum of space. If forced to hold their breath for longer than 15 minutes, they will form a cocoon of their own chitinous plates and count as “Petrified” until they suffer physical damage or a heated to room temperature. While Petrified in this way, Blatarian shifters are immune to Frost and Falling damage.
Radioactive: The Blatarian Shifter’s blood is highly radioactive, and burns on contact with perishable materials and flesh. A creature that critically hits the Blatarian with a melee attack while within 5 feet of it takes 4 (1D8) acid damage. Any non-magical weapon made of metal or wood that critically hit the creature corrode. After dealing a critical hit, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If it’s penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the Blatarian is destroyed after dealing damage.
Anything that would cause this creature to bleed also deals this damage.
Blatarian blood can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Harvesting parts from a dead Blatarian also causes radiation sickness if left in contact with organic creatures for too long. Every week that passes while a creature is in regular contact with exposed body parts of a Blatarian, they gain 1 point of exhaustion. Unlike traditional exhaustion, this radioactive damage can only be removed with a Lesser Restoration, or greater restorative magic.


Actions

Multiattack: The Blatarian Shifter makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +3 to hit, reach 5ft. One target. Hit: 4 (1D6 +1) Piercing damage.
Claw: Melee Weapon Attack: +3 to hit, reach 5ft. One target. Hit: 4 (2D6 +1) Piercing damage.
Sting: Melee Weapon Attack: +3 to hit, reach 5ft. One target. Hit: 4 (1D6 +1) Piercing damage. If the target can be diseased, it must succeed on a DC14 Constitution saving throw or be infected with a disease – a minuscule Blatarian egg.
A host can carry only one Blatarian egg to term at a time. Over three months, the egg moves to the chest cavity, gestates and forms a larval Blatarian (Follow the stats for a Stirge). This larval Blatarian takes 24 hours to grow into an adult Blatarian Shifter once birthed.
In the 24-hour period before giving brith, the host starts to feel unwell, it’s speed is halved and it has disadvantage on attack rolls, ability checks and saving throws. At birth, the larval Blatarian chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process.
If the disease is cured before the larval Blatarian’s emergence, the unborn larva is disintegrated.


Adaption *

Once a Blatarian Shifter dies by any means other than frost damage, it returns to life with full HP in 1D4 hours. It also gains an additional 1D8 HP and a resistance to the damage type that killed it (including magical piercing, bludgeoning etc). If the Blatarian already has resistance to this type of damage, the resistance becomes an immunity.
Once a Blatarian Shifter returns to life, it also gains one of the following evolutionary features of your choice from the list below:

Acid Breath (Recharge 5-6): The Blatarian spews forth some of it’s corrosive blood from it’s mouth in a 15 foot cone. Each creature in that area must make a DC13 Dexterity saving throw, taking 24 (7D6) acid damage on a failed save, or half as much damage on a successful one.
Adamant Talons (Can be taken 3 times): The Blatarian’s Bite and Claw attacks deal an extra D6 damage per hit.
Carapace (Can be taken 7 times): Increase the Blatarian’s AC by 1.
Darts: The Blatarian gains rigid spikes that it can fire at it’s enemies: Ranged Weapon attack: +3 to hit, Range 20/60ft. One target. Hit: 4 (2D6 +1) Piercing damage
Enhancement (Can be taken repeatedly): Increase one stat by 2 or two stats by 1.
Extra Limbs (Can be taken twice): The Blatarian Shifter may make an extra claw attack as a part of it’s multiattack.
Fins: The Blatarian Shifter gains a swim speed of 40ft.
Fire Affinity: The Blatarian Shifter no longer suffers the effects of “Aversion of Fire”.
Flight: the Blatarian Shifter gains a flying speed of 60 feet.
Mimicry: The Blatarian Shifter can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell are imitations with a successful DC14 Wisdom (insight) check.
Radiance Absorption: Whenever the Blatarian is subjected to Radiant damage, it takes no damage and instead regains a number of hit points equal to the Radiant damage dealt.
Radioactive Plating: The Blatarian Shifter gains advantage on saving throws verses magic.
Reckless: At the start of its turn, the Shifter can gain advantage on all melee attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Slippery: Coating itself in a runny mucous, the Shifter has advantage on ability checks and saving throws to escape a grapple or a non-magical trap.
Tail Barb: Melee Weapon attack: Melee Weapon Attack: +3 to hit, reach 5ft. One target. Hit: 4 (2D6 +1) Piercing damage +5(1D10) poison damage and the target must succeed on a DC15 Constitution saving throw or become poisoned for 1D6 rounds.
Webbing: Ranged Weapon attack: +3 to hit, range 5/15ft. One Large or smaller creature. Hit: The target is restrained. A creature can use it’s action to make a DC13 Strength check to free itself or another creature in a web, ending the effect on a success. Dealing 5 slashing damage to the web (AC10) frees the target without harming it.

These resistances, immunities and evolutionary traits stay with the Blatarian each time it returns to life.