This site is games | books | films

Termagant, Mother of Ruptured Flesh: The Kyton Brood-Matron of Shadow and Pain

Termagant, Mother of Ruptured Flesh: The Kyton Brood-Matron of Shadow and Pain
Created with Midjourney

The Kyton Termagant is a towering fiend of twisted motherhood—an infernal brood-keeper that drifts through shadowed realms seeking victims to transform into malformed offspring. Encased within a floating iron-maiden shell bursting with writhing limbs and barbed tentacles, it infects creatures with mutagenic flux that warps flesh and mind alike. Those who perish under its influence rupture in bursts of corrupting essence, spreading the Termagant’s horrific lineage like a plague of living suffering.


Lore

“Should you hear a mother’s coo in the dark, run—for some children are born only of pain.”

Among the grotesque devils known as kytons, few embody the paradox of cruelty and affection as disturbingly as the Termagant. To it, agony is nurture and mutilation is love. It gathers victims not merely to torture them but to remake them as part of its grotesque family.

These creatures drift through realms touched by shadow, seeking bodies strong enough to survive their corrupting embrace. Though many “children” perish during the transformation, each death only compels the Termagant to search for sturdier hosts, expanding its malformed brood across the planes.


Appearance

A Termagant resembles a massive iron maiden torn open and given dreadful life. The metal shell hovers weightlessly in the air, its rusted panels studded with spikes, hooks, and chains. From the gaping cavity within spills a writhing mass of pale flesh—tangled limbs, barbed tentacles, and raw sinew that twitch with unsettling vitality.

The creature’s tentacles end in clawed or hook-like tips designed to grasp and restrain prey. Occasional glimpses of warped faces and half-formed bodies can be seen fused within its interior mass, suggesting the remnants of failed “offspring.” The entire being moves with an eerie maternal grace, drifting through the air while softly clattering with metal and chain.


Behaviour

Despite its horrific form, a Termagant often behaves with unsettling tenderness. It murmurs soothing tones and crooning whispers as it captures victims, treating them as cherished yet unruly children. Its intelligence is cold and deliberate, and it possesses a keen understanding of anatomy and suffering.

Termagants rarely travel alone for long. While they may initially operate in solitude, they seek to cultivate broods of warped creatures—many of which survive only briefly—creating temporary circles of monstrous progeny.


Habitat

Termagants are most commonly encountered in regions touched by the shadows of other planes, particularly the eerie expanses of the Plane of Shadow. They haunt abandoned fortresses, cavernous ruins, and forgotten battlefields where corpses and desperate wanderers are plentiful.

These fiends favor environments where echoes carry and darkness obscures their drifting forms, allowing them to approach prey with eerie quiet.


Modus Operandi

A Termagant hunts by hovering silently above the ground before striking with its grasping tentacles. Once a victim is seized, the creature injects corrupting infernal energies that warp flesh and drain vitality. Prey weakened by this transformation is dragged closer to the creature’s iron shell, where the process of “adoption” begins.

Those who succumb to the corruption often die violently, their bodies rupturing in bursts of mutagenic essence that infect nearby creatures. In this way, the Termagant spreads devastation through cascading waves of transformation and death.


Motivation

Driven by a warped maternal instinct, the Termagant seeks to expand its brood endlessly. It believes all living creatures deserve the “gift” of transformation, and it tirelessly searches for hosts strong enough to survive the process.

This pursuit is not merely sadism—it is devotion. To a Termagant, each captured victim is a potential child worthy of its horrific affection.


Ecology

Though fiendish in origin, Termagants exhibit strange reproductive habits. They do not reproduce biologically but instead rely on mutagenic corruption to create their progeny. Most of these offspring are unstable and perish quickly, leaving behind warped remains that attract scavengers and other shadow-dwelling predators.

Areas plagued by a Termagant often become graveyards of twisted corpses, which in turn lure carrion beasts and lesser fiends into the region.


Scholars & Rumours

Planar scholars debate the origins of Termagants. Some believe they are deliberate creations of sadistic kyton masters, designed to propagate suffering across the planes. Others suggest they are ancient devils that reshaped themselves through centuries of flesh-sculpting rituals until motherhood became their obsession. A darker theory whispers that each Termagant was once a mortal parent driven mad by loss, remade by infernal forces into a creature that can never stop seeking children.

  • Termagant 2024 5.5e
  • Termagant, Pathfinder
Termagant, Mother of Ruptured Flesh: The Kyton Brood-Matron of Shadow and Pain
Created with Midjourney

Large Fiend (Kyton), Lawful Evil

Armor Class 19 (natural armor)
Hit Points 255 (30d10 + 90)
Speed 20 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA
22 (+6)18 (+4)24 (+7)16 (+3)20 (+5)18 (+4)

Saving Throws Con +13, Wis +11, Cha +10
Skills Insight +11, Intimidation +10, Medicine +11, Perception +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 21
Languages Common, Infernal; telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6


Traits

Regeneration

The termagant regains 15 hit points at the start of its turn if it has at least 1 hit point. If it takes damage from a silvered weapon or a good-aligned source, this trait doesn’t function at the start of its next turn.

Flux Infusion

A creature grappled by the termagant or hit by its tentacle attack must succeed on a DC 20 Constitution saving throw or become corrupted by infernal flux for 1 minute.

While corrupted, the creature suffers one of the following effects, determined randomly at the start of each of its turns (roll 1d6):

1–2. The creature’s Strength score is reduced by 2.
3–4. The creature’s Dexterity score is reduced by 2.
5–6. The creature’s Constitution score is reduced by 2.

This reduction lasts until the creature finishes a long rest. A creature repeats the saving throw at the end of each of its turns, ending the corruption on a success.

If a creature dies while corrupted, its body ruptures (see Shared Rupture).

Unnerving Gaze

If a creature starts its turn within 30 feet of the termagant and can see it, the creature must succeed on a DC 18 Wisdom saving throw or become poisoned until the end of its next turn.

If the saving throw fails by 5 or more, the creature is instead incapacitated until the end of its next turn as it retches and recoils from the creature’s impossible form.

A creature that succeeds on the saving throw is immune to this gaze for 24 hours.


Actions

Multiattack

The termagant makes two Slam attacks and four Tentacle attacks, or it makes six Tentacle attacks.

Slam

Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) necrotic damage.

Tentacle

Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 11 (1d10 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained.

The termagant can grapple up to six creatures at a time.

A creature grappled by the termagant is subjected to Flux Infusion.

Birth the Brood (Recharge 5–6)

The termagant releases a surge of mutagenic corruption. Each creature of its choice within 20 feet must make a DC 20 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a success.

A creature that fails the saving throw is also affected by Flux Infusion.


Reactions

Shared Rupture

When a creature within 30 feet of the termagant dies while affected by Flux Infusion, the corpse explodes in a burst of corrupting energy.

Each creature within 10 feet of the corpse must succeed on a DC 18 Constitution saving throw or become affected by Flux Infusion.


Death Throes: Rupture

When the termagant dies, its body detonates in a catastrophic eruption of infernal flesh.

Creatures within 20 feet must make a DC 20 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a success.

Creatures that fail the saving throw are also affected by Flux Infusion.


Lair Actions

A termagant that dwells in a corrupted ruin, shadow fortress, or infernal sanctum can take lair actions. On initiative count 20 (losing initiative ties), the termagant can take one of the following actions:

Chains of the Brood. Barbed chains erupt from the ground in a 20-foot radius centered on a point the termagant can see within 60 feet. Creatures in the area must succeed on a DC 18 Strength saving throw or become restrained until initiative count 20 of the next round.

Warping Flux. Mutagenic energy seeps through the air. One creature the termagant can see within 60 feet must succeed on a DC 18 Constitution saving throw or become affected by Flux Infusion.

Echoing Lullaby. The lair fills with soft, maddening whispers. Each creature of the termagant’s choice within 60 feet must succeed on a DC 18 Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.


Regional Effects

The region within 1 mile of a termagant’s lair becomes warped by its presence.

Living Corruption. Creatures that die in the region occasionally rupture with strange growths or blackened veins, leaving behind warped remains.

Whispers in the Dark. At night, travelers hear faint maternal whispers carried on the wind, though no speaker can be found.

Mutated Scavengers. Carrion beasts and vermin in the area develop strange deformities—extra limbs, blackened eyes, or twitching growths.

If the termagant dies, these effects fade over 1d10 days.

Termagant, Mother of Ruptured Flesh: The Kyton Brood-Matron of Shadow and Pain
Created with Grok

This hovering iron maiden heaves forth a monstrously pregnant mass of tortured limbs and raw tentacles.

Source Inner Sea Bestiary pg. 24
Originally posted in Archives of Nethys

Coddling, cooing mothers of nails and aberrant life, kyton termagants seek to make all living creatures adopted members of their malformed brood. That most of their purposefully deformed progeny die shortly after coming into their care only compels termagants to search farther for sturdier beings better suited to the honor of becoming their misshapen children.


Termagant CR 17
XP 102,400

LE Large outsider (evil, extraplanar, kyton, lawful)

Init +8; Senses Darkvision 60 ft.; Perception +27
DEFENSE
AC 31, touch 14, flat-footed 26 (+4 Dexterity, +1 Dodge, +17 natural, -1 size)

hp 263 (17d10+170); regeneration 10 (good weapons and spells, silver weapons)

Fort +20, Ref +11, Will +19

DR 10/good and silver; Immune cold; SR 28
OFFENSE
Speed 20 ft., Fly 40 ft. (perfect)

Melee 2 slams +25 (1d8+9/19-20 plus 2d6 bleed), 7 tentacles +20 (1d6+4 plus grab)

Space 10 ft., Reach 10 ft.

Special Attacks flux infusion, rupture, shared rupture, unnerving gaze (30 ft., DC 23)
STATISTICS
Strength 28, Dexterity 19, Constitution 30, Intelligence 16, Wisdom 25, Charisma 21

Base Atk +17; CMB +27 (+31 grapple); CMD 42 (can’t be tripped)

Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (slams), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack

Skills Bluff +25, Fly +30, Heal +27, Intimidate +25, Knowledge (planes, religion) +23, Perception +27, Sense Motive +27, Stealth +20

Languages Common, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Poison (Su) Anytime a creature is grappled by a termagant’s tentacles or is affected by its rupture or shared rupture ability, it is exposed to the termagant’s flux infusion. Flux infusion functions as a poison, but with unpredictable effects. Those who fail their saving throws take 1d4 points of ability drain. The ability score drained is randomly determined every time the flux infusion affects the creature (roll 1d6: 1-2 Constitution, 3-4 Dexterity, 5-6 Strength). The save DC is Constitution-based.  

Flux Infusion: Injury; save Fort DC 28; frequency 1/round for 10 rounds; effect 1d4 Constitution, Dexterity, or Strength; cure 2 consecutive saves.  

Rupture (Su) When killed, a termagant explodes in a blast of its flux infusion poison. All living creatures within 15 feet must succeed at a DC 28 Fortitude saving throw or be poisoned. The save DC is Constitution-based.  

Shared Rupture (Su) Any creature killed while poisoned by a termagant explodes. All living creatures within 10 feet of the creature must succeed at a DC 23 Fortitude save or be poisoned. The save DC is based on the termagant’s Constitution with a -5 penalty.

Unnerving Gaze (Su) A creature that succumbs to a termagant’s unnerving gaze becomes nauseated for 1d4 rounds as its mind attempts to comprehend the horrors it has witnessed.
ECOLOGY
Environment any (Plane of Shadow)

Organization solitary, pair, or circle (3-5)

Treasure standard

Scroll to Top