Neogi Hatchling

Tiny aberration, Lawful Evil

Armor Class

11

Hit Points

7 (3d4)

Speed

walk 20 ft., climb 20 ft.

Senses

darkvision 60 ft.

Challenge

1/8

Mental Fortitude

The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep.

Spider Climb

The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite

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.

Neogi Hatchling

Tiny aberration, typically lawful evil

Armor Class

11

Hit Points

7 (3d4)

Speed

walk 20 ft., climb 20 ft.

Senses

darkvision 60 ft.

Languages

Challenge

1/8

Proficiency Bonus

+2

Mental Fortitude

The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.

Spider Climb

The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite

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.