b'Cyberphrenic Tadpole \n'b'  Diminutive   construct ,  neutral  \n'b'  Armor Class  14  Hit Points  10 (3d4+3)  Speed  10 ft., climb 10 ft.\n'b' STATS STR: 17 (+3) DEX:  16 (+3)  CON:  14 (+2)  INT:  13 (+1)  WIS:  15 (+2)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +0  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'  Internalization . A cyberphrenic tadpole that begins its turn grappling can make a grapple check to burrow inside its host rather than simply maintaining its grapple. If the grapple check succeeds, the cyberphrenic tadpole implants itself along the host\xe2\x80\x99s brain stem or spine, entwining its filaments into the target\xe2\x80\x99s neural fibers. While internalized, the cyberphrenic tadpole has total  cover  against any attacks coming from outside the host\xe2\x80\x99s body; however, if the target takes 10 or more points of lightning damage in a single round, the cyberphrenic tadpole is incapacitated for 1d10 x 10 minutes. \n'b' Removing an internalized cyberphrenic tadpole is difficult, though as long as it remains helpless it can be extracted using normal chirurgery, requiring 1 hour of work and DC 14  Dexterity  (thieves\xe2\x80\x99 tools) and  Wisdom  ( Medicine ) checks. \n'b' Removing the cyberphrenic tadpole causes a creature to permanently 1 lower one ability score by 1 (roll 1d6 to randomly determine which) unless the result of the check is 18 or higher (in which case no permanent damage is done). \n'b' If the cyberphrenic tadpole is not rendered inert first it can be removed with emergency surgery, though it squirms and slithers through its host\xe2\x80\x99s innards to avoid removal. \n'b' Performing emergency surgery requires an action,  bonus action , movement, and  reaction  that provokes opportunity attacks and can be performed only on a willing or incapacitated host. The host takes 1d4 points damage per round and is  poisoned  for 1 hour per round of surgery undertaken. \n'b' Even after the surgery is complete, the host takes 1 point of  Constitution  bleed. Each round of emergency surgery, the creature trying to remove the cyberphrenic tadpole makes a  Dexterity  (thieves\xe2\x80\x99 tools) and  Wisdom  ( Medicine ) check with an initial DC of 15, but each time a check is failed both DCs increase by 1. After making 1d4 successful checks, the cyberphrenic tadpole is isolated and a single ally of the surgeon can  attack  the cyberphrenic tadpole with a  ready  action. The cyberphrenic tadpole has three-quarters  cover  (+5 bonus to AC and  Dexterity  saving throws) against this  attack , and a missed  attack  strikes the host instead. If the cyberphrenic tadpole is destroyed, it can be removed as if it were inert (see above). \n'b' Alternatively, the surgeon can attempt to tear the cyberphrenic tadpole free with an opposed  Strength  ( Athletics ) check. This traumatic removal from the host\xe2\x80\x99s nervous system deals 3d6 damage and permanently reduces all of the host\xe2\x80\x99s ability scores by 1, but also leaves the cyberphrenic tadpole stunned for 1d4 rounds (after which it attempts to attach itself to the nearest living creature). \n'b' If the  attack  fails to destroy the cyberphrenic tadpole or the grappling fails to dislodge it, the cyberphrenic tadpole slips away and 1d4 additional successful  Dexterity  (thieves\xe2\x80\x99 tools) and  Wisdom  ( Medicine ) checks are required to make another attempt to remove it. Only one  attack  or attempt to grapple is allowed, though allies may use the  Help  action or otherwise assist the attacker or the surgeon in their attempt. \n'b'  Telepathic Relay . A cyberphrenic tadpole emits a telepathic homing impulse that connects it with its creator and its host. Its creator can sense the cyberphrenic tadpole\xe2\x80\x99s (and the host\xe2\x80\x99s) location once between  long rest s as if using the  locate creature  spell. \n'b' In addition, once between  long rest s the creator can spend 1 minute attuning their mind to the cyberphernic tadpole in order to transmit one of the following effects to the host:  detect thoughts ,  dream ,  modify memory ,  phantasmal killer ,  sending , or  suggestion . These spell save DCs are based on the creator\xe2\x80\x99s proficiency bonus and the cyberphrenic tadpole\xe2\x80\x99s  Wisdom  score. Because of the creator\xe2\x80\x99s attunement with the host\xe2\x80\x99s mental processes through the cyberphrenic tadpole\xe2\x80\x99s neural grafting, the host has disadvantage on saving throws against effects used by the creator that would cause the  charmed  or  frightened  condition. \n'b' Actions \n'b'\n'b'  Attach .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage, and the cyberphenic tadpole attaches to the target, its barbed filaments boring into the target in  search  of solid attachment points and anchoring it in place. The cyberphrenic tadpole gains the  grappled  condition (moving to the squares its target moves to) but its target does not. Its AC becomes 10 as it begins burrowing into the target\xe2\x80\x99s flesh at the start of each of the cyberphrenic tadpole\xe2\x80\x99s turns, causing the target to take 4 (1d8) piercing damage as it bores a hole through which to invade its host. The cyberphrenic tadpole has advantage on  Strength  ( Athletics ) checks to maintain its grapple on a foe once it is attached. An attached tadpole can be struck with a weapon or removed by grappling. The cyberphrenic tadpole can detach itself by spending 5 feet of its movement. \n'b'\n'b' About \n'b' A tiny segmented terror, a mechanical mix of insect and crustacean yet trailing filamentous strands almost like a jellyfish, skitters and crawls while thrashing its many limbs and whirring menacingly. Its narrow body is covered by thin protective plates while its underside is a mass of pinprick diodes and backlit wiring. \n'b' Cyberphrenic tadpoles are created by mad scientists to implant into their victims, rendering them more pliable to later mental influence and control and allowing the scientist to monitor the host\xe2\x80\x99s activities. A host may be unaware that a cyberphrenic tadpole has been introduced, as they may be implanted while a victim is unconscious, unaware, or otherwise helpless and the wound left behind by its entry into the host healed and memory of this invasion of the flesh erased by a concomitant invasion of the mind. Grafting itself onto the host\xe2\x80\x99s nervous system, a cyberphrenic tadpole is very difficult to remove and subsists parasitically on the bioelectrical and biothermal processes within the host\xe2\x80\x99s body. \n'b' A cyberphrenic tadpole\xe2\x80\x99s body is usually only a few inches long and an inch wide, though its tentacular filaments can be up to a foot long. The creature as a whole weighs only a few ounces. \n'b'  Crafting a Cyberphrenic Tadpole . A mad scientist may craft a number of these constructs equal to half their proficiency bonus, replacing 2 prototype drones for every cyberphrenic tadpole they posses.'