Small aberration, Lawful Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 33 (6d6 + 12) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 16 (+3) | 14 (+2) | 13 (+1) | 12 (+1) | 15 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Intimidation +4, Perception +3 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Common, Deep Speech, Undercommon |
| Challenge | 3 |
The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.
The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The neogi makes one Bite attack and two Claw attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Small aberration, Lawful Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 33 (6d6 + 12) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 16 (+3) | 14 (+2) | 13 (+1) | 12 (+1) | 15 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Intimidation +4, Perception +3 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Common, Deep Speech, Undercommon |
| Challenge | 3 |
The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.
The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The neogi makes two attacks: one with its bite and one with its claws.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.