Medilisk Small monstrosity, neutral evil Armor Class 13

13 Hit Points 32

32 Speed 30ft, burrow 60ft STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 18 (+4) 4 (-3) 6 (-3) 10 (+0) Condition Immunities None

None Senses darkvision 30ft, tremorsense 15ft, passive Perception 7

darkvision 30ft, tremorsense 15ft, passive Perception 7 Languages None, understands common

None, understands common Challenge 1/4 (50 XP) Limited Petrifying Gaze. If a creature starts its turn within 30 feet of the medilisk and the two of them can see each other, the medilisk can force the creature to make a DC 12 Constitution saving throw if the medilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 minute, 5 rounds, or until freed by magic such as greater restoration. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the medilisk until the start of its next turn, when it can avert its eyes again. If it looks at the medilisk in the meantime, it must immediately make the save.

Life Transference. When a medilisk steals HP using it's draining claw attack, those points go into a seperate pool of health, which can contain up to the medilisk's hit point maximum. As an action, a medilisk can transfer up to 2d10+2 of those points to a target of it's choice, except for itself. It can transfer hit points in the Transference pool of another medilisk. Assume any medilisk starts combat with at least 20 points in the pool.

Hit and Run Tactics. The medilisk can completely submerge itself into/and or surface from the earth as a bonus action without using any of it's movement speed. This gives it a surprise round if it surfaces within 5 feet of any creature unable to detect it.

Multiattack. The medilisk can make 2 attacks with it's draining claw. Actions Draining Claw Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2). Damage from this attack is added to the Life Transference pool.

Medilisk

A medilisk resembles a mole, if a mole had 6 legs, rocky skin and glowing blue eyes. Crawling through the earth, seeking to various other minions of their common master by keeping them alive. Few have the chance to get a good look at a medilisk as it pops up and down from beneath the earth, and even fewer live to tell the tale before being turned to stone as they gaze upon the creature.

Unnatural Monstrosities. Some would call the medilisks crimes against nature. Others would call them a triumph over the gods. All are true. Medilisks exist through someone's tampering with the order of things. They are a succesful mix of a mole and a basilisk, with the life draining touch of a vampire and ability to transfer that life to others.

Battlefied Medics. Not designed for single combat, medilisks are more potent as a background threat. If a battle is going poorly, they will flood the field in packs of 2-8. They will always start by attempting to petrify all visible enemies when they pop out of the ground, before immediately bringing allies back to fighting health and healing them as much as possible. They will then attack remaining enemies with hit-and-run burrowing tactics to try and keep the battle going for as long as possible while still providing healing.