Small Aberration, Chaotic Evil
Armor Class 15 natural armor
Hit Points 80 (10d10 + 25)
Speed 40 ft., Climb 40 ft.
STR
20 (+5)
DEX
20 (+5)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws DEX +8, INT +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 12
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

The Clinger may control the bodies of those it kills when still attached to its head. The Clinger gains control of all physical abilities of its victims, but cannot use its victims mental or magical capabilities.

Actions

Cling. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. On hit, the Clinger will cling to the target's head

When attached to the head of another creature, the target creature becomes blinded and deafened. As an action, an Athletics(Strength) check (DC 20) can be made to attempt to pry the Clinger off.
If the Clinger takes damage when attached to the head of another creature, the creature will take half of the damage instead.

Constrict. When attached to another creature's head. The target must make on a Constitution Save (DC 16). On a failed save, the target takes 2d6 Bludgeoning damage and 1 level of exhaustion. On a successful save, the target takes half damage.

Cranial Piercer. When attached to another creature's head. Deal 4d6 Piercing Damage.

Bonus Actions

Pounce.
The Clinger pounces 15 ft. in any direction

Description

The Clinger is a creature of alien origin with the habit of clinging to its victims heads. It attempts to exhaust its victims until dead. Once dead, its victim's cranium will be filled with larva and the body becomes a vessel controlled by the Clinger as protection.

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