Scrabies (5e Creature)
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Small plant (fectoid), unaligned
Armor Class 15 (natural armor)
Saving Throws Con +5
Sneak Attack (1/Turn). The scrabies deals an extra 8 (2d4 + 3) damage when it hits a target with a weapon attack and has advantage on the attack roll.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (3d4 + 4) piercing damage, and the scrabies attaches to the target. While attached, the scrabies doesn't attack. Instead, at the start of each of the scrabies' turns, the target loses 10 (2d4 + 5) hit points due to blood loss.
Insect Infection. The scrabies begins to desiccates itself, falling unconscious. While unconscious this way the scrabies gains a level of exhaustion at the start of its turn; additionally, it releases a carbon dioxide-rich fog, rendering a 20-foot-radius sphere centered on the scrabies lightly obscured difficult terrain and extinguishes candles, torches, and similar flames in the area, and attracts a swarm of bloodsucking insects that form a 40-foot radius cloud. Creatures that are in this area or enter it for the first time on a turn must make a DC 13 Constitution saving throw, taking 13 (2d12) piercing damage and becoming infected with scrabies on a failed save, or taking half as much damage and not being infected on a success.
in its macroscopic life stage, the scrabies is an ambush predator, typically hiding among dense foliage or leaf litter where it retracts its body into an innocuous, globular pod. Once prey draws within reach, it springs to its full length, digs its hooked claws into any exposed tissue and siphons bodily fluids until the victim is little more than crumpled skin and bone. A scrabies despises extended, direct combat, always preferring to hide somewhere and lie in wait.
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