15 (natural armor)
71 (11d4 + 44)
walk 10 ft., fly 30 ft. (hover)
DEX +4, CON +6, WIS +2
Stealth +4
Fire, Necrotic, Poison
Radiant
Charmed, Frightened, Poisoned
Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Telepathy 30 ft.
3
+2
The parasite doesn't require air or sleep.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 12 (3d6 + 2) necrotic damage, and the parasite attaches to the target. While attached, the parasite can't make Cling attacks. The parasite can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the parasite can try to detach it, doing so with a successful DC 14 Strength check.
The parasite deals 12 (3d6 + 2) necrotic damage to one creature it is physically attached to, provided that creature isn't a Construct or an Undead. The parasite regains hit points equal to the damage taken.
The parasite casts the suggestion spell, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13).