A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef-usually a warlock or other spellcaster contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives the transformation; what emerges is wholly alien.
Medium Aberration, Typically Chaotic Evil
Proficiency Bonus: +5
Armor Class: 16 (Natural Armor)
Hit Points: 168 (16d8 + 96)
Speed: 30 ft.
- STR – 17 (+3)
DEX – 12 (+1)
CON – 23 (+6)
INT – 18 (+4)
WIS – 12 (+1)
CHA – 16 (+3)
Saving Throws: Dex +6, Wis +6, Cha +8
Skills: Perception +6
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: psychic
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned, restrained
Senses: darkvision 60 ft., passive Perception 16
Languages: Deep Speech
Challenge: 16 (15,000 XP)
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the mage reforms from it 24 hours later.
Actions
Multiattack. The mage makes three Slam or Eldritch Bolt attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.
Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 19 (3d10 + 3) force damage.
Plague of Worms (Recharge 6). Each creature other than a star spawn within 10 feet of the mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the mage’s turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The mage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: mage hand, message, minor illusion
1/day: dominate monster
Reactions
Feed on Weakness. When a creature within 20 feet of the mage fails a saving throw, the mage gains 10 temporary hit points.
Legendary Actions
The mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mage regains spent legendary actions at the start of its turn.
Slam. The mage makes one Slam attack.
Eldritch Bolt (Costs 2 Actions). The mage makes one Eldritch Bolt attack.
Feed (Costs 3 Actions). Each creature restrained by the mage’s Plague of Worms takes 13 (3d8) necrotic damage, and the mage gains 6 temporary hit points.
Frequently Asked Question of Star Spawn Larva Mage
Star Spawn Larva Mage is an interesting monster, but many times it seems very confusing. Below is the answer to a few common questions regarding this monster;
1. What Is Star Spawn Larva Mage In DND?
A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef-usually a warlock or other spellcaster contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage.
2. Does Star Spawn Larva Mage Have Legendary Actions?
Yes.
The mage can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mage regains spent legendary actions at the start of its turn.
3. How Does Star Spawn Larva Mage Make Damages?
Each creature other than a star spawn within 10 feet of the mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the mage’s turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Does Star Spawn Larva Mage Have Components?
No. Star Spawn Larva Mage monster have no material components requiring.
5. Does Star Spawn Larva Mage Have Darkvision?
Yes.
Star Spawn Larva Mage have darkvision, and it has darkvision 60 ft.
This is all about the Star Spawn Larva Mage, I hope you have like this post. Thanks for visiting this post.