Tiny Aberration, Chaotic Evil
Armor Class 10
Hit Points 5 (2d4 + 1)
Speed 20 ft., (hover)
STR
6 (-2)
DEX
26 (+8)
CON
20 (+5)
INT
7 (-2)
WIS
6 (-2)
CHA
3 (-4)
Senses Blindsight 60 ft, Passive Perception 8
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Superior Invisibility. As a bonus action, the Covid can magically turn Invisible until its concentration ends (as if concentrating on a spell). Any equipment Covid wears or carries is invisible with it.

Actions

Infect. Covid makes a grasp attack against a creature it is stuck to. If it hits, the creature takes the damage and the target makes a DC 17 Constitution saving throw (With advantage if wearing a face covering or washing their hands a lot) or covid moves inside of that creature. While inside, covid can't make fling attacks and the target's max hit points go down by 2 at the end of each of its turns. If the max hit points get to 0 in this way, the target dies. The covid can be removed by magical healing of second level or higher or a DC 18 wisdom (medicine) and the max hit points can be returned by healing spells of 5 level or higher.

Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 17 (1d20 + 7) poison damage and covid is stuck to the creature. Covid can only grasp 1 creature at a time.

Fling self. Ranged Weapon Attack: +7 to hit, range 10/40 ft., 1 target. Hit: 10 (1d20) Poison damage and covid makes a Grasp attack against the same target.

Bonus Actions

Multiply. Covid rolls a d6. on a 5 or a 6, covid creates a double of itself. The double has full health and appears within 1 foot of this covid. The double rolls its own initiative.

Description

BAD NEWS.

Monster Tags: Misc Creature

jrtt

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