Son of Kyuss
Medium Undead, Chaotic Evil
Armor Class: 14 (no armor)
Hit Points: 39 (6d8 +12)
Speed: 20 ft
STR 14 (+2); DEX 10 (+0); CON 14 (+2); INT 6 (-2); WIS 10 (+0); CHA 4 (-3)
Damage Resistances: Necrotic
Damage Immunities: Poison
Condition Immunities: Exhaustion, poisoned
Senses: Darkvision 60 ft., passive Perception 10
Aura of Fear: All creatures within 30 feet of a son of kyuss must make a Wisdom saving throw vs. a DC of 11 or become frightened for 1 minute. Each time the frightened creature ends its turn without line of sight to the Son of Kyuss, it may attempt another Wisdom saving throw.
Regeneration: Sons of Kyuss regain 5 hit points at the start of its turn. If the creature takes fire or radiant damage or if holy water or holy objects are held to its wounds, it does not regenerate that round.
Fists: +5 melee weapon, reach 5 feet, 5 (1d6+2) bludgeoning damage plus 3 (1d6) necrotic damage. The target must also make a CON save vs. DC 11 or be cursed with a leprous disease. The target cannot regain hit points and suffers disadvantage to all Charisma ability checks. The curse can only be removed with a Remove Curse spell.
Worm Infection: +5 melee weapon, reach 5 feet. As a bonus action, worms leap from the son onto an opponent. If an attack succeeds, the target must attempt a Constitution saving throw with a DC of 11 to avoid infection by the worms. A failed save means the target takes 3d6 necrotic damage. If the target dies, worms will spread through the body and bring the corpse back as a son of Kyuss.