b'Zemilin \n'b'  Tiny   undead ,  lawful evil  \n'b'  Armor Class  11  Hit Points  22 (4d4 + 12)  Speed  15 ft.\n'b' STATS STR: 7 ( 2) DEX:  12 (+1)  CON:  16 (+3)  INT:  11 (+0)  WIS:  9 ( 1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  radiant  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   darkvision  60 ft., passive  Perception  9  Languages  understands any languages it knew in life but can\xe2\x80\x99t speak  Challenge  1 (200 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Vision Ward . The zemilin emits a magical aura that blocks  divination  magic. Any creature within 10 feet of the zemilin can\xe2\x80\x99t be targeted by any  divination  magic, or perceived through magical  scrying  sensors. \n'b'\n'b' ACTIONS \n'b'\n'b'  Cursed Needle .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) piercing damage. While tethered to another creature with Hex Bond, the zemilin can choose itself as the target for this  attack . When it does so, the  attack  automatically hits, and the tethered creature must succeed on a DC 12  Constitution  saving throw or suffer one of the following effects (zemilin\xe2\x80\x99s choice) until the end of its next turn: Armpit. The target has disadvantage on  attack  rolls and ability checks using  Strength  or  Dexterity .\n'b'\n'b'\n'b'  Eye . The target is  blinded . \n'b'  Tendon . The target\xe2\x80\x99s walking speed is halved and it has disadvantage on  Dexterity  saving throws. \n'b'\n'b'  Hex Bond . A creature the zemilin can see within 60 feet of it must succeed on a DC 12  Charisma  saving throw or be tethered to the zemilin for 1 minute. Whenever the zemilin takes damage other than radiant damage, the target takes an equal amount of psychic damage. The effect ends if the zemilin drops to  0 hit points , if the zemilin and the target become separated by more than 60 feet, or if the zemilin takes radiant damage. A tethered creature can spend its action to repeat the saving throw, ending the effect on a success. \n'b'  Spellcasting . The zemilin casts one of the following spells, requiring no components and using  Charisma  as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b'  1/day each :  locate creature ,  speak with dead  \n'b'\n'b' ABOUT \n'b' A zemilin is the soul of a once living creature, cursed with entrapment inside a magical fetish. Stitched together from old, ragged cloth, and held together by rusty pins and needles, this effigy often resembles a children\xe2\x80\x99s toy. However, any child would be brave to play with it. \n'b' Few beings flourish in imprisonment, and with the passing of decades, even the most pious of souls can turn malevolent. Such is the fate of zemilins, and any creature should be wary when dealing with one. To share their pain is often their sole motivation, and while they can be valuable companions, everything comes at a price. \n'b' Cursed Vessel \n'b' The zemilin can\xe2\x80\x99t regain  hit points  from resting or healing magic. Instead, a creature can restore all of a damaged zemilin\xe2\x80\x99s hit points by spending 1 hour using weaver\xe2\x80\x99s tools or constant castings of the  mending  spell. \n'b' As long as it isn\xe2\x80\x99t completely destroyed, the zemilin can be repaired in this way even if it has been reduced to  0 hit points . \n'b' Repairing the zemilin comes with a drawback, however. Any creature that restores the zemilin is subject to a fell curse that gives it disadvantage on death saving throws, and the zemilin will follow the creature\xe2\x80\x99s every instruction. This curse lasts until another creature repairs the zemilin, transferring the curse to them. The curse cannot be ended by any means short of a  remove curse  spell cast at 7th level or higher. Doing so lifts the curse binding the zemilin and allows it to pass on to the afterlife, destroying its physical form.'