Small Monstrosity, Chaotic Neutral
Armor Class 13 Natural Armor
Hit Points 18 (4d6 + 4)
Speed 40 ft., climb 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
5 (-3)
WIS
12 (+1)
CHA
5 (-3)
Skills Acrobatics +4, Stealth +4
Senses Darkvision, Passive Perception 11
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Ambush Predator.
The Nervehook has advantage on attack rolls against creatures it surprises.

Spinal Strike.
When the Nervehook hits a creature with its Barbed Tendril while hidden or with advantage, the target must succeed on a DC 12 Constitution saving throw or be paralyzed until the start of its next turn.

Wallcrawler.
The Nervehook can move along walls and ceilings without making an ability check.

Actions

Barbed Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 6 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be paralyzed until the start of its next turn. The Nervehook can deliver this effect once per day.

Skitter Leap (Recharge 5–6).
The Nervehook makes a standing leap up to 30 feet and may make a single Barbed Tendril attack at the end of the leap as a bonus action.

Description

The Vivisec Nervehook resembles a malformed spider-monkey with elongated limbs and a fused spinal stalk that trails whip-like barbed tendrils. It is disturbingly silent—its mouth fused shut—and it communicates with others of its kind using ultrasonic chirps. Bred to hunt and disable fleeing targets, Nervehooks move with unnatural speed and cling effortlessly to walls and ceilings.

Its tendrils inject a paralytic compound derived from brainstem extractions taken from gibbering mouthers and carrion crawlers. When deployed in groups, they can drop a patrol without a sound and drag victims away to deeper tunnels.

BaronXavier

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