Jammer Leech

(Boo's Astral Menagerie)

Tiny plant, Unaligned

Armor Class12 (natural armor)
Hit Points27 (5d4 + 15)
Speed10 ft.
STRDEXCONINTWISCHA
11 (+0) 1 (-5) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiescharmed; frightened; prone
Sensesdarkvision 30 ft., passive Perception 10
Languages—
Challenge1

Traits

Spelljammer Overload.

If the leech is reduced to 0 hit points while attached to a ship that has a spelljamming helm, the creature attuned to that helm must make a DC 13 Constitution saving throw. On a failed save, the creature takes 10 (4d4) psychic damage and is incapacitated for 1 minute. On a successful save, the creature takes half as much damage and is incapacitated until the end of its next turn.

Unusual Nature.

The leech doesn't require air or sleep.

Actions

Spiked Tentacle.

Melee Attack Roll: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Reactions

Magical Discharge (1/Day).

When it takes damage, the leech can discharge a bolt of magical energy from its eye that targets one creature it can see within 30 feet of itself. The target must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) force damage and be stunned until the end of its next turn.