For The Hive. When reduced to half health, a zurk will spit out spores and acid 30ft in front of it. Any creatures in its path take 21 (6d6) acid damage.
Glow. When its eye is open, the zurk emits 5ft radius of bright light and 10ft radius of dim light.
Multiattack. The zurk uses its Blood Drain. If the attack misses, it makes a pincer attack.
Blood Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) piercing damage, and the zurk attaches to the target. While attached, the zurk doesn't attack. Instead, at the start of each of the zurk's turns, the target loses 14 (4d6) hit points due to blood loss.
Pincer. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 6) piercing damage.
A creature, including the target, can use its action to detach the zurk.
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