Small Monstrosity, Chaotic Neutral
Armor Class 8 Natural armor
Hit Points 4 (2d4 - 1)
Speed 40 ft., Climb 40 ft.
STR
6 (-2)
DEX
13 (+1)
CON
8 (-1)
INT
4 (-3)
WIS
4 (-3)
CHA
4 (-3)
Damage Vulnerabilities Fire
Condition Immunities Charmed, Frightened
Senses Passive Perception 10
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Parasitic infection. Whenever a creature is hit with a melee  attack by the assimilated human, it must succeed DC 12 constitution saving throw or be infected with COTH. If it succeeds. It is immune to the assimilated human’s parasitic infection for the next twenty four hours.

Splinter creature: due to being a severed part, this creature cannot survive long. After one hour it automatically dies.

Parasitic hive mind:  this creature can psychically communicate with any other creature with this ability at a range of 100ft

Actions

Action Name. Enter the description for your action.

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) piercing damage. The target must succeed DC 12 dex save or the assimilated human head will cling on. If it is patched on to a creature, it can only bite  that creature and has advantage. The target or another creature can use its action to remove the assimilated human head by succeeding a DC 12 str save.

Leapthe assimilated human head can make a 20 foot long jump and a 10 foot high jump without a running start. 

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The severed head of a mutated human. The head has grown several spindly legs and is moving around like a spider, attempting to bite anything that moves. Fortunately, this affront to nature can’t survive for very long, even if not killed outright.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Specter_13

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