Tiny aberration, Neutral Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 71 (11d4 + 44) |
| Speed | 10 ft., fly 30 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 15 (+2) | 18 (+4) | 16 (+3) | 10 (+0) | 3 (-4) |
| Saving Throws | Con +6, Dex +4, Wis +2 |
|---|---|
| Skills | Stealth +4 |
| Damage Vulnerabilities | radiant |
| Damage Resistances | fire; necrotic; poison |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened; poisoned |
| Senses | blindsight 60 ft. (blind beyond this radius), passive Perception 10 |
| Languages | telepathy 30 ft. |
| Challenge | 3 |
The parasite doesn't require air or sleep.
Melee Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 12 (3d6 + 2) necrotic damage, and the parasite attaches to the target. While attached, the parasite can't make Cling attacks. The parasite can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the parasite can try to detach it, doing so with a successful DC 14 Strength check.
The parasite deals 12 (3d6 + 2) necrotic damage to one creature it is physically attached to, provided that creature isn't a Construct or an Undead. The parasite regains hit points equal to the damage taken.