Mynock

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.