HYBRID SHOCKER
Medium humanoid (Simic hybrid), neutral good
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed (^30) ft.
STR
13 (+l)
DEX
14 (+2)
CON
14 (+2)
Damage Immunities lightning
Senses passive Perception 11
INT
10 (+0)
Languages Common plus any one language
Challenge 1 (200 XP)
WIS
12 (+1)
CHA
9 (-1)
Electrified Body. Any creature that touches the hybrid or hit s i t
with a me lee attack while within 5 feet of it takes 5 (ldlO) light-
ning damage.
Illumination. The hybrid sheds bright light in a 10-foot radius
and dim light for an additional 10 feet.
ACTIONS
Multiattack. The hybrid makes two attacks: one with its shock-
ing touch and one with its tentacles.
Shocking Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d8) lightning damage.
Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one
creature. Hit: The target is grappled (escape DC 11), and the
hybrid pulls the target up to 15 feet straight toward it. Until this
grapple ends, the target takes 5 (1 dlO) lightning damage at the
start of each of its turns, and the hybrid shocker can't use its
tentacles on another creature.
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11vBRl 0 SHOCKER
HYBRID SPY
Medium humanoid (Simic hybrid), neutral good
Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
17 (+3)
CON
12 (+1)
Skills Perception +4, Stealth +5
INT
13 (+ 1)
WIS
14 (+2)
Senses darkvision 60 ft., passive Perception 14
Languages Common plus any one language
Challenge 1/2 (100 XP)
CHA
9 (-1)
Chameleon Skin. The hybrid has advantage on Dexterity
(Stealth) checks made to hide.
Spider Climb. The hybrid can climb difficult surfaces , includ·
ing upside down on ceilings, without needing to make an
ability check.
ACTIONS
Multiattack. The hybrid makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit , reach 5 ft., one
ta rget. Hit: 6 (ld6 + 3) piercing damage.