Caudovore
Tiny aberration, unaligned
Armor Class 11
Hit Points 3 (1d4 + 1)
Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 7 (-2)
Skills Stealth +6
Senses Darkvision 60 ft., passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Mind Leech.
The Caudovore can telepathically sense the presence of thinking creatures within 30 feet. It cannot communicate, but it knows the direction of the nearest thinking creature.
False Appearance.
While the Caudovore remains motionless, it is indistinguishable from the severed tail of a creature or tailed humanoid.
Latch.
If the Caudovore is within 5 feet of an incapacitated, paralyzed, or unconscious creature, it can attempt to attach to that creature as a bonus action. The Caudovore makes a special melee attack (+4 to hit) targeting the base of the spine. On a hit, it begins fusing with the creature over the next 1 minute.
During this time, the creature is restrained and must succeed on a DC 13 Constitution saving throw at the end of each of its turns. After three failed saves, the fusion is complete and permanent. On three successes, the fusion is resisted and the Caudovore detaches.
Brain Drain.
While fused, the Caudovore feeds passively on the host’s mental energy. The host suffers a -2 penalty to Intelligence and Wisdom scores (minimum 1).
Additionally, when the Caudovore takes damage, it can use its reaction to transfer the damage to the host as psychic damage, avoiding the damage itself.
Symbiosis.
When fusion is complete, the host’s body twists and warps, resembling a monstrous version of the creature the Caudovore imitates (e.g., fox, snake, Ysoki, etc.).
The host gains +4 Constitution (to a maximum of 20).
The host may grow natural weapons appropriate to the new form (e.g., bite or claws), as if affected by the Alter Self spell.