Tsathar
Medium monstrosity, chaotic evil
Armor Class
13 (leather armor)
Hit Points
16 (3d8 + 3)
Speed
30 ft., swim 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Senses
darkvision 60 ft., passive Perception 11
Skills
Stealth +4
Languages
Abyssal, Tsathar
Challenge
1/2 (100 XP)
Amphibious. The tsathar can breathe air and water.
Keen Smell. The tsathar has advantage on Wisdom (Perception) checks that rely on smell.
Slimy. Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar do so with disadvantage.
Standing Leap. The tsathar’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Multiattack. The tsathar makes two melee attacks: one with its bite and one with its claws, or one with its bite and one with its spear.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process.
A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if used with two hands to make the melee attack.