Tiny Monstrosity, Typically Neutral Evil
Armor Class 10 (natural armor)
Hit Points 6 (11d4 + 4)
Speed 10 ft., swim 30 ft.
STR
2 (-4)
DEX
12 (+1)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws DEX +3, CON +6, WIS +2
Skills Stealth +4
Damage Resistances Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages Telepathy 30 ft.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Unusual Nature. The parasite doesn’t require air or sleep. It does require liquid to survive, water, blood, etc.

Actions

Cling. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. While attached, the parasite can’t make Cling attacks. The parasite can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the parasite can try to detach it, doing so with a successful DC 12 Strength check.

Consume Life. The parasite deals 2 (1d4) necrotic damage to one creature it is physically attached to, provided that creature isn’t a Construct or an Undead. The parasite regains hit points equal to the damage taken.

Bonus Actions

Suggestion (Psionics; 1/Day). The parasite casts the suggestion spell, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13).

Description

A wretched parasite looks like a slightly larger than a leech. Its skin is rubbery and glossy, slick with an oozing slime. The parasite uses its hooked teeth to attach to its prey's skin. The parasite can then drain life energy from that creature, infecting it with its poison. The parasite can also impose its will on its prey, forcing the creature to comply with its wishes.

If a wretched parasite brings a creature's hit points to 0, the creature becomes a Wretched Maw.

Habitat: SwampUnderwater

Lowes

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