Scrael
Scrael
Standing Leap. The scrael's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Scrael Hivemind. The scrael can sense the distance and direction of all other living scrael that are on its same plane of existence, as well as scrael corpses and corpse parts that are on its same plane of existence. Corpse Tracking. The corpse of a dead scrael attracts living scrael towards its location. The corpse can only be destroyed by burning it.
Actions
Multiattack. The scrael makes two claw attacks. Clinging Leap. The scrael jumps toward a target within 20 feet, and then makes a claw attack. On a hit, the scrael attaches to the target. While attached to the target, the scrael can attack no other creature except the target, but has advantage on its attack rolls, and can make a claw attack against the creature as a bonus action. The scrael shares the target's space, and moves with the target. Only one scrael can be attached to a creature at a time. On its turn, the scrael can detach itself from the target by using 5 feet of movement. A creature can detach the scrael by making a successful DC 14 Strength check as an action, or by dealing fire damage to the scrael. Detaching the scrael causes it to move to an unoccupied space of the creature's choice within 5 feet of the creature. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Scrael are spider-like fey creatures with razor-sharp legs, which they use to latch on to and shred enemies.

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