11
7 (3d4)
walk 20 ft., climb 20 ft.
darkvision 60 ft.
1/8
The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep.
The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 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.
11
7 (3d4)
walk 20 ft., climb 20 ft.
darkvision 60 ft.
—
1/8
+2
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.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 10 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.