Adolescent Pale CR: 1 (200 EXP)
Small humanoid, neutral
Armor Class: 13 (10+Dex Modifier)
Hit Points: 15 (2d8+2) 2d8+4
Speed:
35 ft
, swim: 15 ft
, climb: 20 ft
Saving Throws: STR +3 1d20+3 , DEX +5 1d20+5
Skills: Acrobatics +5 1d20+5 , Athletics +3 1d20+3 , Perception +4 1d20+4 , Stealth +5 1d20+5
Damage Vulnerabilities: Fire, Radiant
Damage Resistances: Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities: Poisoned, Blinded
Senses: Blindsight (10ft)
Languages: Undercommon. Additional based on Brood and Hive Mothers.
Challenge Rating: 1 (200 EXP)
Sunlight Lethality. While in sunlight all Pale suffer disadvantage on all attack rolls and saving throws. If they start their turn in sunlight then they instantly take 2d10 2d10 radiant damage.
Heightened Senses. All Pale have advantage on Wisdom (Perception) checks that rely on hearing or smell. Suffer disadvantage to savings throws made against anything that causes them to be deafened.
Pack Tactics. All Pale have advantage on attack rolls against a creature if at least one of the Pale's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Pounce. If the Pale moves at least 10 feet straight toward a creature of medium size or lower and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be considered grappled. If the target is grappled the Pale can make one bite attack against it as a bonus action.
Hive Mind. If a Pale is within 30 ft. of another Pale, or under the influence of a Brood or Hive mother, it will gain advantage on all Charisma and Wisdom saving throws.
Actions
Multiattack. The adolescent Pale is capable of either making two Claw attacks, one bite attack, or one weapon attack if armed for its action.
Claw. Melee Weapon Attack: +5 to hit 1d20+5 , reach 5 ft., one target. Hit: 5 (1d4 + 3) 1d4+3 slashing damage.
Bite. Melee Weapon Attack: +5 to hit 1d20+5 , reach 5 ft., one target. Hit: 5 (1d4 + 3) 1d4+3 piercing damage, and the target must make a DC 11 Constitution saving throw, becoming poisoned and Disease: Corruption on a failed save, or only poisoned on a successful one.
Adolescent Pale are the youngest and weakest stage of the Pale's lifecycle. They are small, lanky creatures with nearly transparent, white skin covering their bodies. Vaguely humanoid in shape they are little more than intelligent animals ruled by a hive-mind or telepathically communicating with their pack.
They will never travel alone unless their hive has been destroyed, and are always at least in a small pack. A pack of Pale are to be feared by even veteran warriors, not for their outright power, but their complete lack of fear, substantial resistances, and perfect pack tactics to swarm and poison their prey.
If a Pale is within a pack without a proper mother controlling them, they will fight similarly to intelligent wolves in a group to kill their prey. A lone Pale is nearly as good as dead. However, if the adolescent Pale is under the control of a mother, they can become infinitely more deadly.
Through a mother's instruction and knowledge, they can become more intelligent, and arm themselves with armor, weapons, shields, and even learn to utilize magic items such as potions and the like. Due to this, the CR of this creature can be fairly fluid as its AC and damage potential, as well as versatility, can jump significantly depending on their hive mind connecting them to a mother.
For further details and lore, see the
The Pale.
Suggested Environments
Enviorment. The Pale are generally located within the Labyrinth, deep in the earth and caves. They do occasionally raid villages on the surface however.