16 (natural armor)
32 (5d8 + 10)
35 ft., fly 30 ft.
Perception +3, Stealth +5, Survival +3
poison, psychic
poisoned, charmed
darkvision 60 ft.
Arthrop
2
The arthrop has crystals embedded inside it. These crystals enable it to speak and give immunity against any charm magic.
The arthrop has advantage on Wisdom (Perception) checks that rely on sight.
The arthrop has advantage on an attack roll against a creature if at least one of the arthrop's allies is within 5 feet of the creature and the ally isn't incapacitated.
The arthrop makes two attacks, only one of which can be a bite attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 1 poison damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 30/70 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 1 poison damage, or 8 (1d8 + 2) piercing damage plus 1 poison damage if used with two claws to make a melee attack.