Gamma Metroid (5e Creature)
From D&D Wiki
Large aberration (metroid), unaligned
Saving Throws Str +8, Dex +6, Con +8
Freezing Vulnerability. The gamma metroid’s gelatinous body is particularly vulnerable to cold temperatures. Whenever the gamma metroid takes cold damage, it must make a DC 15 Constitution saving throw; on a failed save, its flying speed is reduced to 0, it immediately falls to the ground if it was flying, and it gains disadvantage on all attack rolls and saving throws until the end of its next turn.
Magic Weapons. The gamma metroid's natural weapons are magical.
Pounce. If the gamma metroid moves at least 20 feet toward a creature and then makes a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gamma Metroid can make a bite attack against it as a bonus action.
Spider Climb. The gamma metroid can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained and must make a DC 16 Constitution saving throw at the end of each of its turns, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature dies if its hit points are reduced to 0.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Divebomb. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage and 10 (3d6) lightning damage, and the target must make a DC 15 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5-6). The gamma Metroid exhales lightning in a 45-foot line that is 5 feet wide. All creatures within that line must make a DC 16 Dexterity saving throw, taking 42 (12d6) lightning damage on a failed save, or half as much damage on a successful one.
Discharge (Recharge 5-6). The gamma Metroid discharges electricity in a 30-foot radius sphere centred on itself. All creatures within that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
The gamma metroid is the third stage of a metroid's life cycle. Essentially a larger and more powerful version of the alpha stage, it is a vicious arachnid that is equally mobile--and deadly--on the ground and in the air.
Mobile Menace. The alpha metroid's four vestigial legs become fully functional limbs upon reaching the gama stage, enabling it to scuttle along the rocky terrain of its underground home at high speed. Each leg ends in a sharp tip, allowing the gamma metroid to slash and skewer potential victims, or pin them to the ground so that it can sink its fangs into their flesh.
Ambush Predator. The metamorphosis into a gamma metroid gives the creature a predatory cunning which its previous forms lacked. It becomes an adept burrower, digging complex networks of tunnels throughout its lair and sealing the entrances with waxy caps made from the metroid's natural secretions. These tunnels allow the gamma metroid to stalk any potential prey that wanders into its territory without giving itself away, so that it may wait for the right moment to emerge and strike at its unsuspecting victim.
Awkward Flyer. The gamma metroid is as large as a war horse, and its increased size and less aerodynamic shape make it more difficult for the creature to remain airborne. If its abdominal membrane should freeze due to extreme cold, the extra weight will cause the gamma metroid to fall out of the sky and prevent it from taking flight until it can thaw itself out. It will lose its ability to fly entirely in future stages of its life cycle.