Holocron

Mynock

Small beast · CR 1/8
sizeSmallcr1/8
Mynock
A silicon-based flyer that latches onto ships, droids, and gear, draining their energy until pried loose.
Skirmisher
How to run itSwarm it with allies for Pack Tactics, then attach via Energy Drain to a droid, construct, or powered gear and bleed it each turn until detached by an action.

Armor Class 14 · Hit Points 7 (2d6) · Speed 5 ft., fly 40ft

STR DEX CON INT WIS CHA
4 16 11 2 8 6

Atmosphere Agnostic (Trait). The mynock can survive in any type of atmosphere or vacuum.

Battery Drainer (Trait). If the mynock attaches itself to a piece of equipment that needs energy to function, that piece will stop working until the Mynock is removed.

Pack Tactics (Trait). The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn't incapacitated.

Energy Drain (Action). The mynock can detach itself by spending 5 feet of its Movement. It does so after it drains 10 Hit Points of energy from the target or the target dies. A creature, including the target, can use its action to detach the Mynock. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) kinetic damage, and the mynock attaches to the target. If attached to a droid or construct, at the start of each of the mynock's turns, the target loses 5 (1d4 + 3) hit points due to energy being drained.