Dark Companion. The darkasher squirmling acts as a familiar of its master, a puppet of patchwork flesh. While the Darkasher Squirmling is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Dead Flesh. Whenever the darkasher squirmling is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Eternal Servant. The darkasher squirmling cannot be killed, instead reforming itself after 1d4 hours once it is reduced to 0 hit points. The only way to kill the Darkasher is by killing its master. The only way to kill the darkasher squirming is by killing its master, or by its master reducing it to 0 hit points.
Immutable Form. The darkasher squirmling is immune to any spell or effect that would alter its form.
Magic Resistance. The darkasher squirmling has advantage on saving throws against spells and other magical effects.
Regeneration. The darkasher squirmling regains 1 hit point at the start of its turn. If the darkasher squirmling takes acid or fire damage, it regains 0 hit points at the start of its next turn.
Unusual Nature. The darkasher squirmling does not need to drink, breathe or sleep. It can only gain sustenance from meat.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw or take 2 (1d4) necrotic damage.
Description
Often mistaken for roadkill or some unhinged taxidermy project, a darkasher squirmling is an undead combination of 2 or 3 tiny creatures. Acting as companions for dark masters, they are smart enough to take telepathic commands and spy on unsuspecting victims.
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