Armor Class
18
Natural Armor
Hit Points
24
(6d8)
Speed
10 ft., fly 50 ft.
STR
20
(+5)
DEX
20
(+5)
CON
17
(+3)
INT
6
(-2)
WIS
16
(+3)
CHA
3
(-4)
Saving Throws
STR +8, DEX +8, CON +6
Skills
Intimidation +15, Survival +10
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Charmed, Frightened, Poisoned
Senses
Passive Perception 17
Languages
--
Challenge
6 (2,300 XP)
Proficiency Bonus
+3
Traits
Spiked Body. If a creature is either in the flying path of the Zinger, or a creature physically combats the Zinger, the creature must make a DC 14 Dexterity saving throw, taking (3d6) piercing damage from the spiked body of the Zinger.
Actions
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (3d6+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.







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