1. Races

Neogi

Small Aberration, Lawful Evil
AC 15 (natural armor)
Initiative +3 (13)
HP 33 (6d6 + 12)
Speed 30 ft., Climb 30 ft.
mod
save
mod
save
mod
save
Str
6
-2
-2
Dex
16
+3
+3
Con
14
+2
+2
Int
13
+1
+1
Wis
12
+1
+1
Cha
15
+2
+2
Skills Intimidation +4Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Deep Speech, Undercommon
CR 3 (XP 700; PB +2) 

Traits

Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.

Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The neogi makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.