Xanka
Small construct, unaligned
Armor Class
15 (natural armor)
Hit Points
18 (4d6 + 4)
Speed
25 ft., climb 15 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
Condition Immunities
charmed, exhaustion, frightened,
Senses
blindsight 120 ft., passive Perception 10
Languages
Understands the languages of its creator but can't
Challenge
1/4 (50 XP)
Ingest Weapons. When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect.
Magic Weapons. The xanka’s weapon attacks are magical.
Constructed Nature. A xanka doesn’t require air, food, drink, or sleep.
Actions
Absorb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature’s turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.