Armor Class
14
(natural armor)
Hit Points
10
(3d4 + 3)
Speed
40 ft.
STR
4
(-3)
DEX
15
(+2)
CON
13
(+1)
INT
1
(-5)
WIS
8
(-1)
CHA
6
(-2)
Senses
Blindsight 30 ft., Passive Perception 9
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Actions
Energy Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) piercing damage, and the zorp attaches to the target. While attached, the zorp doesn't attack. Instead, at the start of each of the zorp's turns, the target takes (1d4 + 2) lightning damage.
The zorp can detach itself as a bonus action and does not provoke opportunity attacks until end of turn when it does. It does so after dealing lightning damage for two consecutive rounds to the target or the target dies. A creature, including the target, can use its action to detach a single zorp.
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