Medium Humanoid, Chaotic Neutral
Armor Class 12 Natural armor
Hit Points 15 (3d6 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
8 (-1)
CON
12 (+1)
INT
8 (-1)
WIS
8 (-1)
CHA
4 (-3)
Damage Vulnerabilities Fire
Condition Immunities Blinded, Charmed, Frightened
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

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.

Actions

Raking claws. Melee natural Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) slashing damage. 

Bite. Melee natural attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6+2) piercing damage.

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 humanoid creature with pale yellow, sickly skin. It has black, empty eyes, and a gaping maw of oversized teeth. It is covered in pustules and weeping sores. Both arms have spikes of bone erupting from just above the wrist. 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2023 9:09:58 PM
2
2
5
Coming Soon
Specter_13

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