Echolocation. The garkain can't use its blindsight while deafened. Keen Hearing. The garkain has advantage on Wisdom (Perception) checks that rely on hearing. Sunlight Sensitivity. While in sunlight, the garkain has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Undead Fortitude. If damage reduces the garkain to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the garkain drops to 1 hit point instead. Spider Climb. The garkain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Turn Resistance. The garkain has advantage on saving throws against any effect that turns undead. Stench. Any creature other than a garkain that starts its turn within 5 feet of the garkain must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all garkains for 1 hour. Blood Frenzy. The garkain has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiattack. The garkain makes two melee attacks, only one of which can be with its bite. Psychic Blast (Recharge 5-6). The garkain magically emits psychic energy. Each creature within 15 feet of it must succeed on a DC 14 Intelligence saving throw or take 16 (4d6 + 4) 4d6+4 psychic damage and be stunned 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. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that is grappled by the garkain, incapacitated, or restrained. Hit: 10 (2d6 + 4) 2d6+4 piercing damage plus 10 (3d6) 3d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) 2d6+4 slashing damage. Instead of dealing damage, the garkain can grapple the target (escape DC 14).