Small Aberration, Unaligned
Armor Class 10 (Natural Armor)
Hit Points 35 (5d12 + 2)
Speed 0 ft., Fly 60 ft. (hover)
STR
16 (+3)
DEX
10 (+0)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +5, CON +7
Skills Athletics +9
Damage Vulnerabilities Necrotic
Damage Resistances Acid, Poison, Bludgeoning from non magical attacks
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone
Senses Blindsight 20 ft. (Blind beyond this range), Tremorsense 60, Passive Perception 1
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Symbiosis. While it is grappling a creature, it takes control the creatures movement, attack actions and opportunity attacks. 

Symbiotic Movement. While it is grappling a creature, The Arrester makes the creature move it up to half it's walking speed. 

Damage Transfer. While it is grappling a creature, the Arrester takes only half the damage dealt to it, and the creature grappled by the Arrester takes the other half.

Actions

Multiattack. The Arrester makes three tentacle attacks if it's not grappling a creature.

Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Arrester activates it's symbiosis trait and doesn't take any more actions against the creature.

Symbiotic Attack. While it is grappling a creature, The Arrester takes two attacks with the creatures melee or unarmed weapon.

Bonus Actions

Adrenaline. Before taking it's action, While it is grappling a creature, the creature gains the effects of haste for as long as the Arrester is grappling them. This is not considered a spell, and does not require concentration. If the creature escapes the grapple, the effect ends, and the creature is stunned until after it's next turn. 

Reactions

Symbiotic Opportunity Attack. While it is grappling a creature, The creature makes an attack of opportunity against any creature that moves out of its reach.

Heart Attack. If the Arrester falls below 5 hit points and is still alive after the end of the attackers turn, the Arrester will die. a creature under the effects of Symbiosis must make a constitution saving throw (DC 13). on a failed save, they drop to 0 hit points. on a successful save, they instead take 2d6 necrotic damage and are free from the grapple.

Description

The Arrester takes the form of a large heart with a myriad of thin, prehensile tendrils, with 4 large tentacles protruding in 4 directions. The Arrester is a flying aberration that acts as a pseudo-guardian for the Bloodwood forest, as any damage, injury or destruction to it's trees or flora will awaken several Arresters in the area to eliminate the threat. They are blind, deaf, and completely mindless, but they make up for this by having highly sensitive tremorsense, and using the intruders they are set to eliminate as weapons against them, acting out a forced symbiotic relationship to attack and kill. 

This symbiosis is achieved by latching onto an intruders chest and overriding their circulatory and nervous system, producing high amounts of adrenaline that then takes control of the body while the host is still fully aware, and unable to control their actions to an extent. Because of this, the arrester can force their host into cardiac arrest by shutting down their own system, killing them both in the process. 

Habitat: Forest

MelKingfisher

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