Small swarm of Large beasts, Typically Neutral Evil
Armor Class 13 (natural armor)
Hit Points 23 (9d4 + 35)
Speed 20 ft., climb 40 ft.
STR
5 (-3)
DEX
12 (+1)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
4 (-3)
Saving Throws DEX +3, CON +5, WIS +3
Skills Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 50 feet of Darkvision, Passive Perception 10
Languages If the zimpling has a host than can speak a language it can speak the language(s) to a small degree.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Unusual Nature. The nymph doesn’t require air or sleep.

Biological Update. The host changes appearance, and its base stats for STR, DEX, and CHA gain a multiplier of 1.3. While it's CON, INT, and WIS are given a multiplier of 0.8.

Actions

Cling. Melee Weapon Attack: +2 to hit, reach 6 ft., one creature. Hit: 8 (3d6 + 1) necrotic damage, and the nymph attaches to the target. While attached, the nymph can’t make Cling attacks. The nymph can detach itself by spending 8 feet of its movement. As an action, a creature within reach of the nymph can try to detach it, doing so with a successful DC 12 Strength check.

Consume Life. The parasite deals 12 (3d6 + 2) necrotic damage to one creature it is physically attached to, provided that creature isn’t a Construct or an Undead. The parasite regains hit points equal to the damage taken.

Puppet. When a player is brought down, instead of preforming a saving death throw the Zimpling will do a dexterity check, if the nymph rolls a successful DC 10 Check it will attach to the players spinal cord and changing the player into an enemy for as long as the Zimpling is alive. When the player is controlled the DM shall treat them as if they weir a enemy, controlling them and their actions.

As soon as the nymph has control over the player, the player shall have their HP restored as well as their spell slots. If the puppet is attacked they will be the one taking the damage, but if the puppet is brought down the parasite will die and the player regain control. But after being released from the parasite the player will not be able to be taken over by another Zimpling for that combat.

Bonus Actions

Suggestion (Psionics; 2/Day). The parasite casts the suggestion spell, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13).

Reactions

When a Nymph Is within 40ft of a uncontroled fire or fire, even when possessing a creature or player it will try anything to avoid the flame.

Description

A zimpling nymph looks like a large Isopod the size of a dinner plate. Its plated back is hard but glossy, while it's bottom surface is lined with bony hooks. The nymph uses its hooks to attach to a wall or ceiling until suitable host passes nearby.

A nymph that comes in physical contact with a Humanoid uses its hooks to latch onto it. The nymph can then drain life energy from that creature or use it as transportation. If the nymph is in physical contact to a creature for 2 days (2 long rests) the creature will begin to mutate. Once mutated the nymph matures and fuses with the host causing creature's fur falls off and it's skin turns pale, with its eyes secreting black tar. Before and after mutation it can impose its will on it's host, forcing the creature to comply with its wishes. Zimpling nymphs Prefer to use medium and larger creatures as hosts witch once taken over will find and supply other nymphs with hosts.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2023 6:08:26 PM
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Habitat: UnderdarkUrban

Gumbled_Boy

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