Medium Monstrosity, Unaligned
Armor Class 10 Unarmored
Hit Points 24 (4d8 + 4)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws CON +4, INT +7
Skills Insight +8, Investigation +10, Medicine +12, Perception +8, Persuasion +8
Damage Resistances Acid, Fire, Lightning, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Unknown 140 ft., Passive Perception 18
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Biohazard. Whenever a creature within 80 feet of the Biohazard starts their turn, ends their turn, takes an action, makes an attack roll, or moves 5 feet, they take 2 Poison damage. Damage taken from this cannot be recovered until outside of the Biohazards aura, or unless healed by the Biohazard itself.
This aura can only be avoided with a total, air tight seal.

Immutable Innocence. The Biohazard is immune to any effect that would dictate a course of action to it.
The Biohazard means no harm, they just want friends.

Actions

Caring. The Biohazard selects up to 2d4 targets, and manipulates its aura to instead heal them, healing them by 2d6+4 Hit Points.

Hug. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: The Target becomes Restrained by the Biohazard, and is given full cover by the Biohazard.

Reactions

Care. Whenever a creature of the Biohazard takes damage within its Biohazardous aura and its line of sight, the Biohazard can use its reaction to heal them by 4d6+8 Hit Points.

Habitat: Urban

G80GZT

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