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Latcher CR: 1/4

Small aberration, unaligned
Armor Class: 12
Hit Points: 10
Speed: 20 ft , burrow: 20 ft

STR

7 -2

DEX

15 +2

CON

10 +0

INT

6 -2

WIS

8 -1

CHA

5 -3

Damage Resistances: Acid, Cold, Fire, Lightning, Thunder
Senses: tremorsense 60 ft, passive Perception 9
Languages: Deep Speech
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Latch On
When the Latcher attaches itself to a willing host it is considered bonded to the creature and cannot move, take actions and is immune to all damage. The Latcher can remain attached until the willing host loses concentration (as if they were concentrating on a spell). While bonded, the Latcher acts as an additional arm for the willing host. It can manipulate an object, open or close a door or container, pick up or set down a Tiny object, perform the somatic components of a spell cast by the bonded creature, or wield a weapon that has the light property.  
Magic Resistance
The latcher has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d6+2) piercing damage.   Latch (2/Day). The Latcher sinks its teeth into a willing creature. The creature the Latcher bonds with takes 1d4 piercing damage as it sinks hooked teeth to form a bond. Refer to the Latch On trait after forming a bond in this way.


Created by

Gamingbrew.

Statblock Type

Monster

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