Medium Monstrosity, Chaotic Neutral
Armor Class 14 Natural armor
Hit Points 13 (3d4 + 5)
Speed 40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
8 (-1)
WIS
8 (-1)
CHA
4 (-3)
Damage Vulnerabilities Fire
Damage Resistances Poison
Condition Immunities Blinded, Charmed, Frightened
Senses Passive Perception 12
Languages --
Challenge 1 (200 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.

 Parasitic host. When the assimilated human dies, too roll a d20. On a 1-10, nothing happens. On a 10-14, an assimilated human head appears on the space the assimilated human occupied. On a 14-18, two buglins appear. On a 19 or 20, a stage 1 beacon appears.

Parasitic hive mind. The assimilated human can psychically communicate with any other creature with this ability within 200 feet.

Actions

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

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

A diseased, deformed wolf like creature. The fur on its back is falling out, and patches in the front are also gone. Red pustules and open sores cover its skin. It’s eyes sockets are hollowed out craters, sitting right above a gaping maw full of crooked teeth. 
It rabidly attacks anything that it detects, without regard for its own life. It ignores all but the most catastrophic injuries, completely immune to pain or shock. 

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

Comments

Posts Quoted:
Reply
Clear All Quotes