Tiny Aberration, Unaligned
Armor Class 12
Hit Points 8 (1d6 + 5)
Speed 5 ft., swim 30 ft.
STR
4 (-3)
DEX
15 (+2)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Skills Perception +2, Stealth +4
Senses Darkvision 30 ft., Passive Perception 12
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Amphibious 

The mind latcher can breath both air and water.

mind latch 

As an action when within 5ft of a larger creature,the mind latcher can latch onto the larger creature.Until it takes damage or the creature uses it´s action to scrape it off,all attack rolls against the mind latcher have disadvantage.In addition,the mind latcher moves with the larger creature and has advantage on attack rolls against them.The target creature has disadvantage on all wisdom saving throws whilst the mind latcher remains on them.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target must make a dc 15 wisdom save or take 2d6 psychic damage.If this save is failed by 5 or more the target takes twice as much psychic damage and the mind latcher would have advantage on all wisdom,intelligence and charimsa ability checks,attack rolls and saving throws for 1 minute.

 

Description

Mind latchers are strange octupus like parasites.They come from the far realm and,feed of psychic energies until they become smarter.This process often takes time so the mind latchers evolved to latch unto creatures so they can feed on them.

Habitat: CoastalUnderdarkUrban

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