Tiny Aberration, Neutral Evil
Armor Class 9
Hit Points 9 (2d4)
Speed 15 ft., climb 15 ft.
STR
4 (-3)
DEX
8 (-1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
1 (-5)
Skills Stealth +4
Condition Immunities Exhaustion, Prone
Senses Darkvision 30 ft., Passive Perception 10
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Hop. The abyssal zonathid can use all its movement on a turn to magically propel itself 10 feet through the air before silently landing. This movement can be parallel to the ground, or may be used to jump up or down to a surface.

Tactical Eyebeams. The abyssal zonathid can use its Eyebeam attack offensively, but its main use is accessing the flesh of its prey. Using Eyebeam to deal acid damage melts away a small hole in most nonliving materials, including metal, wood, cloth, and leather. The necrotic Eyebeam, on the other hand, is used to eat through its prey's natural defenses, such as armored hide or protective mucus, to reach the flesh underneath. Once it has reached its prey's flesh, the zonathid uses the poison Eyebeam to numb the immediate area while it settles in to feed. A creature must succeed on a DC 15 Constitution saving throw to resist the numbing and notice the zonathid. A creature has advantage on this saving throw if it is resistant to poison damage, and automatically succeeds if it is immune to poison damage.

Vigilant. The abyssal zonathid cannot be surprised.

Actions

Eyebeam. Ranged Spell Attack: +0 to hit, range 10 ft., 1 target. Hit: 2 (1d4) acid or  2 (1d4) necrotic or 2 (1d4) poison damage.

Adhere. The abyssal zonathid positions itself above an open wound on its victim. It secretes a biological glue that adheres it to the victim's skin. If the victim is unaware of the zonathid's presence, it must make a DC 17 Constitution save. On a failure, it remains unaware of the abyssal zonathid, and the wound and surrounding skin are numbed for 1d4 + 3 days. See the zonathid's description for long-term effects. On a success, the creature becomes aware of the zonathid's presence, and may use its reaction to pull the zonathid off the wound.

Bonus Actions

Hide. The abyssal zonathid takes the Hide action.

Description

"While the exact nature of an abyssal zonathid's creation remains unclear, I have found similarities to the body plan of beholders. While the eye slits at the end of each stalk belie none of the intelligence of a true beholder, each slit is capable of projecting a weak beam of magic, to various effects. It also seems that their ability to leap through the air stems from a similar organ to the one beholders use to fly and hover."

-Dhornii Fleckeri, gnomish druid and zoologist

The abyssal zonathid is a pathetic creature, limply crawling in the dank recesses of caves and other perpetually dark places. Its body is a jumbled mess of short, stocky eyestalks, each eyestalk having a narrow, slitted eye at its end. In the center its body is a large pink tongue, surrounded by a circle of tiny red tentacles, which writhe about in an unnerving fashion.

A typical abyssal zonathid is only a couple inches across, and even when encountered in groups, it poses no significant threat to the most inexperienced fighter. While slightly hardier than its size and flaccid, fleshy appearance would suggest, it has neither extraordinary weapons nor developed defenses.

Attack Strategy

However, abyssal zonathids are only easy to kill if they are noticed, and they will go to great lengths to avoid attention. These tiny aberrations are parasites, and they prefer to prey on unaware humanoids. Their favorite hunting strategy is to hide in a cave, sewer, dungeon, or other place that is simultaneously out of the way and relatively well-traveled. When a hunting party, guard patrol, or group of adventurers sets up camp near their hiding spots, they prepare to strike. An abyssal zonathid will use its natural stealth and climbing ability to sneak up on a sleeping humanoid, preferring one whose back is easily accessible.

The zonathid will use its acid eyebeam to melt through clothing and armor, and its necrotic eyebeam to rapidly decay skin, scales, and other natural barriers between it and the humanoid's flesh, using its poison eyebeam as necessary to numb the wound before the victim can notice. Once it has opened a shallow wound (typically 2-3 centimeters wide), it positions its "mouth" above the wound, and presses down. It secretes an adhesive numbing agent that both glues its body to the skin of the victim, and numbs the area. While the numbing from its poison eyebeam is relatively short-lived, the anesthetic qualities of this mucus are much stronger. If the victim humanoid does not notice the mucus (see the saving throw for its Adhere action), the wound and surrounding area will remain numb for 1d4+3 days.

Eerie Parasites

If it successfully adheres to its victim, the abyssal zonathid proceeds to its feeding stage. First, it inserts its oral tentacles into blood vessels exposed by the wound. These tentacles siphon blood from the host, providing both sustenance and information. Once it has begun absorbing blood from its victim, the zonathid will change appearance, taking on the color and texture of the victim's skin. It becomes very difficult to notice, appearing only as a slightly raised bump on the skin (this bump can be between 2-4 inches wide). At this point, especially if it has chosen an area on its host's back, the zonathid may remain undetected for weeks.

Once it has fully connected to the host's bloodstream and camouflaged itself, the abyssal zonathid begins its secondary feeding behavior. Though it is unkown exactly why, the creature will use its large central tongue to lap at the open wound, keeping it just irritated enough to prevent healing. While the numbing effects of the mucus last, this licking is undetectable. Even after the mucus has worn off, the host will be unable to pinpoint the sensation, feeling only a general discomfort and uneasiness. Explicitly focusing on this sensation and succeeding a DC 15 Perception check will allow a victim to localize this feeling to a specific part of the body, though it will not specifically reveal the zonathid.

If the zonathid remains attached to a host for more than 2 weeks, the host's maximum hit points are reduced by 1d4, and this effect increases by 1d4 for every 2 successive weeks. Additionally, each month the abyssal zonathid remains attached, the victim gains a level of exhaustion, which does not fade until the zonathid is removed.

Removal

Removing an abyssal zonathid from its host is non-trivial. Attempting to pull or scrape it off, or remove it by some other means, is ill advised; when disrupted or injured, the zonathid releases chemicals that powerfully stimulate the host's nervous system, causing intense pain and convulsions. If it is killed while attached to a host (if the host has not already died from shock and muscle spasms), it releases potent toxins into the host's bloodstream, dealing 3d4 poison damage and poisoning the victim. A creature that has been poisoned in this way remains poisoned until healed by the effects of Lesser Restoration or another spell or effect that cures diseases and conditions. The dead zonathid must also be removed from the wound and its oral tentacles extracted, which usually involves cutting off some of the host's skin, unless a method of dissolving the adhesive mucus can be found.

An abyssal zonathid may be successfully removed without poisoning its host if it is dealt twice its maximum HP in radiant damage in one round, or if the spell Lesser Restoration or a similar spell is cast on it.

Previous Versions

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6/12/2022 8:46:06 PM
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Monster Tags: Beholderaberration

Habitat: MountainUnderdarkUrban

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