Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the croachling must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn. Light Sensitivity. While in bright light, the croachling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Shadow Teleport (Recharge 5-6). As a bonus action, the croachling can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
Crude Spear. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 7 (2d4+2) 2d4+2 piercing damage. Mental Blast (Recharge 5-6). The croachling's mind is capable of causing severe damage to the brain of other living creatures, impairing all bodily functions. The croachling may target a single creature and the target must make a DC 15 INT saving throw or take 1d6 psychic damage 1d4 or half as much on a success. For each 5 points the saving throw I failed by the target also takes 1 point of INT damage. This INT damage takes 1 day of rest to recover per point lost. On a natural 1 the target is also stunned until the end of their next round.
Bipedal cockroaches with MIND BULLETS.
Alien, Technology, Underground