Amorphous. The Cerebroka can move through any space which is 1/16th of the creature's size.
Amorphous Strength. The cerebroka can make a Strength check as a bonus action to pry a space open. Any space the cerebroka can squeeze into can be under this effect.
Consume Brain. The cerebroka can use its action to "bond" with a host. (Described in the attacks)
Stench. Any creature that starts its turn within 5 feet of the cerebroka must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the cerebroka's stench for 24 hours
Earworm. Melee Weapon Attack: +4 to hit, reach 5 feet, 1 target. Hit, 7 (2d4+3) poison damage. The target must make a DC 12 Constitution saving throw or be blinded.
Consume Brain. The cerebroka make a DC (Target's armor class) Charisma check on any small or medium creature within 5 feet of the cerebroka. On an unconscious creature, the cerebroka automatically succeeds. The cerebroka will remain bound to its target until either the target or the cerebroka and the target are destroyed. While bound, the cerebroka can perform the heal action, up to (2d8+3). The bonded creature becomes resistant to poison damage. The bonded creature must take an extra 3 points of damage from a fire source. The cerebroka has full control of the bonded creature until the end of its turn. At the end of the bonded creature's turn, they can make a DC (15) Wisdom saving throw to escape the consumed brain's condition. If the creature's brains are left for up to/ over an hour, constitution saves with increasing DC's must be made to keep the creature's brain intact.
The cerebroka can use a bonus action to make the strength check associated with Amorphous strength.
Description
The Cerebroka consists of clear spinal fluid material and liquid grey brain matter. This oozing mixture also includes chunks of brain tissue and spinal stem. The ooze is the consistency of oobleck and moves like a nonnewtonian fluid.
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