Keen Smell. The parasite has advantage on Wisdom (Perception) checks that rely on smell.
Spider Climb. The parasite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the parasite can bite only the grappled creature and has advantage on attack rolls to do so.
Inject. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) necrotic damage.
Acid Spray (Recharge 6). The parasite spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Description
In its final form the Vampire Parasite has burst from its host and is now mobile enough to forcefully eject offspring into hosts that it hunts itself.
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