Tiny Aberration, Neutral Evil
Armor Class 11
Hit Points 10 (3d4 + 3)
Speed 40 ft., walk 20 ft.
STR
4 (-3)
DEX
16 (+3)
CON
13 (+1)
INT
5 (-3)
WIS
12 (+1)
CHA
8 (-1)
Damage Resistances Psychic
Condition Immunities Prone
Senses Darkvision 60, Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Latch On. When the Vile Latch successfully hits a target with its bite attack, it attaches to the target. While attached, the target cannot regain hit points or hit dice. The Vile Latch can detach itself by using 5 feet of its movement.

Damage Transfer. When the Vile Latch takes damage, it can use its reaction to transfer the damage to its host. The host takes the damage instead, and the Vile Latch heals itself by spending the host's hit dice.

Poison Release. If the host is poisoned, the Vile Latch unlatches itself immediately.

Actions

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

Reactions

Damage Transfer. When the Vile Latch takes damage, it can transfer that damage to its host. Simultaneously, it heals itself by spending the host's hit dice.

Description

The vile latch is a parasitic creature with a segmented, flexible body that is surprisingly soft despite its tough, ridged appearance. Its back features a series of overlapping plates that provide some protection while still allowing it to move fluidly. The vile latch attaches to hosts with a series of tiny, barbed hooks, making it difficult to remove without causing further injury. These parasites are often found in dark, damp environments and are notorious for their ability to drain the vitality of their hosts.

Monster Tags: aberration

Habitat: SwampUnderwater

Brother_Magma

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