Medium Humanoid (Any Race), Any Alignment
Armor Class 11 (natural armor)
Hit Points 22 (3d8 + 1)
Speed 20 ft., Climb 30 ft.
STR
13 (+1)
DEX
13 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +1
Senses Darkvision 40 ft, Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Spider Climb. The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Keen Smell. The hybrid has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage or piercing damage (hybrid's choice).

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (2d4+1) poison damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poisoning on a success.

Description

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Commoners that have been infected with the effects of a CC class Mutationator potion or spray become hideous hybrids of carrion crawlers, having fleshy yellowish skin toxic tendrils hanging from their chins and insectoid limbs instead of fingers and legs. Due to this, their legs have become somewhat unstable, making it hard for them to walk properly but make them perfect for climbing at high speeds. 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Dragonekillax

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