b'Sentinel Sphere \n'b'  Tiny   construct ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit points  7 (3d4)  Speed  0 ft., fly 60 ft. (hover)\n'b' STATS STR: 3 (-4) DEX:  19 (+4)  CON:  10 (+0)  INT:  1 (-5)  WIS:  12 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  thunder  Damage Immunities  necrotic, poison  Condition Immunities   deafened ,  blinded ,  petrified ,  poisoned   Skills   Perception  +3,  Stealth  +6  Senses  tremorsense 60 ft. (blind beyond this radius), passive  Perception  15  Languages  \xe2\x80\x93  Challenge  1 (200 XP) \n'b' Actions \n'b'\n'b'  Drill .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 7 (1d6 + 4) piercing damage, and the sentinel sphere attaches to the target. If the target is Medium or smaller humanoid and the sentinel sphere has advantage on the  attack  roll, it attaches to the target\xe2\x80\x99s head. While attached to the target, the sentinel sphere can  attack  no other creature except the target but has advantage on its  attack  rolls. The sentinel sphere\xe2\x80\x99s speed also becomes 0, it can\xe2\x80\x99t benefit from any bonus to its speed, and it moves with the target. A creature can detach the sentinel sphere by making a successful DC 14  Strength  check as an action. On its turn, the sentinel sphere can detach itself from the target by using 5 feet of movement. \n'b'\n'b' About \n'b' Sentinel spheres are the encased brains of victims captured by thin strangers. They are incredibly fast and highly maneuverable but are essentially pawns in the service of their commanding thin stranger. Thin strangers also use them to open dimensional gates, allowing them to hop planes at will. \n'b' Because the sentinel spheres require brains, they tend to take up residence in graveyards and funeral homes. But given the choice, thin strangers are not above taking brains from living people.'