Ambush Predator. The bug adds it's Wisdom modifier to it's initiative rolls.
Armored Exoskeleton. Nonmagical melee attacks made against the bug have disadvantage.
Creeping Stalker. If the bug moves no more than half it's speed and isn't flying at the start of combat, it has advantage on it's initiative roll. Moreover, if a creature hasn't observed the bug move it's full speed or act, that creature must succeed on a DC 20 Intelligence (Investigation) check to discern the bug's presence.
Multiattack. The bug uses Seize, then attacks with Proboscis or uses Impale.
Seize. The bug attempts to grab a Large or smaller creature it can see within 10 ft. of it. The target must succeed on a DC 12 Dexterity saving thrown or be grappled by the bug (escape DC 14). The target makes the initial save with disadvantage if it were surprised by the bug. The bug has advantage on Proboscis attacks against a grappled creature, and the bug cannot use Seize on another target without ending the original grapple.
Proboscis. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Impale. The bug targets one paralyzed creature it has grappled. The bug impales the target, injecting corrosive juices into the target's body. At the start of each of the bug's turns, if it is impaling a creature, it cannot fly and it doesn't attack. Instead, it drains the target. The target takes 6 (2d6) acid damage and the bug regains that many hit points. A creature within 5 ft. of an impaled target can use an action to make a DC 14 Strength (Athletics) check, ending the impalement on a success. In additon, the impalement ends if the target is freed from the grapple.
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