Amphibious. The Alpha Latcher can breathe both air and water.
Underwater Camouflage. The Latcher Alpha has advantage on Dexterity (Stealth) checks made while underwater.
Blindsight out to a range of 60 feet
Pack Tactics The Alpha Latcher has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated
Multiattack. The Alpha Latcher makes two attacks with its Tentacles and uses Devour Intellect.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Alpha Latcher can't use its tentacles on another target.
Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Description
The Latcher is a parasitic abberation generally found in the dark, wet caves of the world. Preferring the warmth of hot springs or thermal vents they enjoy feeding on a variety of creatures from tiny crustaceans to medium humanoids when they get lost in their domain. Fierce ambush predators, while underwater Latchers can alter the composition and color skin to match their surroundings. These larger variants are much more intent on keeping their hosts alive for reproductive purposes. Latchers have horrific cycles of reproduction. Latchers reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called Longeur's Disease, coined by the discoverer of the species and first recorded victim of the illness.
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