b'Necrophage Leaper (Mutant Warhorse) \n'b'  Family:   Necrophage  \n'b'  Large   monstrosity ,  neutral evil  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  28 (3d10+6 + 1d8+2) \n'b' Speed  60 ft., Climb 30 ft.\n'b' STATS STR: 22 (+6) DEX:  16 (+3)  CON:  15 (+2)  INT:  1 (-5)  WIS:  12 (+1)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +3 \n'b' Skills   Acrobatics  +5 \n'b' Damage Resistances  bludgeoning, piercing, slashing \n'b' Damage Immunities  cold, poison \n'b' Condition Immunities   charmed ,  frightened ,  poisoned ,  prone ,  exhaustion  \n'b' Senses   darkvision  60 ft., passive  Perception  11 \n'b' Languages  none \n'b' Challenge  1 (200 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  From the Void . The necrophage is inured to the blackness of the void. Any necrophage creature does not need to eat,  sleep , drink or breathe. Additionally, they are not subject to environmental hazards of being in the void with the exception of a lack of gravity. \n'b'  Leaper . The leaper\xe2\x80\x99 s long  jump  is 30 feet and its high  jump  is 15 feet, no running start needed. \n'b'  Limb Weakness . If the necrophage is subject to a critical hit, it loses a limb, the limb lost can be randomly determined or chosen by the GM. If it loses a leg, it could cause the creature to become  prone  or if an attacking limb is severed, it loses one of its attacks. An attacker can also make a targeted  attack  against a limb of the necrophage. This targeted  attack  has disadvantage and cannot be made if disadvantage is already imposed on the  attack . If the necrophage is hit by a critical or a targeted  attack , it bypasses their resistances. \n'b'\n'b' ACTIONS \n'b'\n'b'  Stinger .  Melee Weapon Attack : +8 to hit, reach 5 ft. one target.  Hit : 10 (1d8 + 6) piercing damage. \n'b'\n'b' ABOUT \n'b' The necrophage leaper is an agile hunter that uses its ability to climb on all surfaces and leap long distances to close the distance on their foes. Their hind legs mutate and fuse together forming a scorpion-like tail that it uses to spear its prey. \n'b' The necrophage is not undead, the necrophage is not a disease. The necrophage is a living organism that infests corpses, reconstitutes the the organic material into new forms that it uses to kill more host creatures to continue to grow and expand. The forms the necrophage-infested bodies take are viceral, twisted horrors of their former selves. It can also form small discreet creatures out of the biological material it has subsumed. The necrophage is controlled and originally created by a insidious, psychic artifact found deep in the void. No one yet has been able to discern where the artifact came from, why it was created, or by whom. Some say, especially the fanatic cults that have grown up around its influence, that it created itself as a manifestation of the universe\xe2\x80\x99 s need to ascend to a higher, singular being. In either case, its goals and and  actions  involve adding more biological material under its control and creating more unused biological material for it to take. \n'b' The artifact itself can infest the minds of living creatures nearby and slowly corrupt their minds and bodies, eventually turning them into a new necrophage creature. The artifact has little control over the exact form the necrophage takes, but it is usually efficient at its particular job. \n'b' The artifact is intelligent, it schemes, it corrupts, and it finds the most effective way to safely get more material. \n'b' Creating Necrophage Lurkers \n'b' The necrophage will take over and manipulate the bodies of any corporeal creature. To make other necrophage lurkers, remove all skill, weapon, and saving throw proficiencies, special abilities, resistances, weaknesses, immunities and languages. Then add the following: \n'b'\n'b' +2 natural armor AC \n'b' +1d8 Hit Die and  Hit Points  \n'b' 30 ft. climb speed, if it does not have a faster climb speed \n'b' +4  Strength , +4  Dexterity , +2  Constitution , -4  Charisma , set  Intelligence  to 1 \n'b'  Wisdom  saving throw proficiency and  Acrobatics  skill proficiency \n'b' The damage resistances, damage immunities, and condition immunities above \n'b' Darkvision 60 ft. if the base creature did not have it already \n'b' From the Void, Leaper and Limb Weakness from above \n'b' A Stinger  attack , 1d8 melee, incr. the die for larger creatures (Prof.), lose all others but Bites \n'b' Proficiency Bonus and Challenge stay the same (minimum 1), change type to monstrosity.'