Crite | New Monster for Fifth Edition

It’s time that I took another classic monster from the ’80s and gave it some D&D stats. This time, we’ve got Crites, the little buggers from the Critters franchise. Here are their statistics for Dungeons & Dragons Fifth Edition both in individual and swarm forms.

Crite

The crites are the main antagonists and monsters of the Critters film series. They are a group of malevolent carnivorous alien critters that have the ability to roll into balls, like hedgehogs. They can combine into a giant sphere that rolls across the landscape, eating everything in their path and causing destruction.

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Actual images of DMDave and Scott Craig at work.

Crite

Tiny monstrosity (crite), chaotic evil


Armor Class 12

Hit Points 2 (1d4)

Speed 10 ft. (30 ft. when rolling, 60 ft. rolling downhill)


Str 5 (-3)Dex 14 (+2)Con 13 (+1)Int 9 (-1)Wis 9 (-1)Cha 8 (-1)

Senses darkvision 60 ft., passive Perception 9

Languages Crite

Challenge Rating 1/8 (50 XP)


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Look out for that critter ball, farmer Fred!

Swarm of Crites

Large swarm of Tiny monstrosities (crite), chaotic evil


Armor Class 12

Hit Points 52 (8d10 + 8)

Speed 10 ft. (30 ft. when rolling, 60 ft. rolling downhill)


Str 17 (+3)Dex 14 (+2)Con 13 (+1)Int 9 (-1)Wis 9 (-1)Cha 8 (-1)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 9

Languages Crite

Challenge Rating 3 (700 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 crite. The swarm can’t regain hit points or gain temporary hit points.


Actions

Multiattack. The swarm makes two bites attack. If the swarm starts its turn with half of its hit points or fewer remaining, it can’t use this action.

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the same space as the swarm. Hit: 8 (2d4 + 3) piercing damage.

Overrun (Crite-Ball Form Only). The crite-ball moves up to its speed. While doing so, it can enter Medium or smaller creature’s spaces. Whenever the crite enters a creature’s space, the creature must make a DC 13 Strength or Dexterity saving throw (target’s choice).

On a successful Strength saving throw, the crite-ball’s movement is reduced to 0 until the end of its turn.

On a successful Dexterity saving throw, the creature can choose to be pushed 5 feet back or to the side of the crite-ball. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed Strength or Dexterity save, the creature falls prone, the crite-ball enters the creature’s space, and the creature takes 28 (10d4 + 3) piercing damage.

Form Crite-Ball (1/Day). The swarm forms into a Large ball of crites if it has more than half its hit points remaining. Its statistics remain the same in both forms. Any equipment the swarm is wearing or carrying is absorbed into the ball. While in the ball, the swarm loses its Swarm trait as the crite-ball takes up its entire space. The swarm remains in its crite-ball form until it uses its action to separate, it becomes incapacitated, or its hit points are reduced to half or fewer.


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This content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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