This humanoid's eyes and skin have a reddish sheen that seems artificial.
Newflesh androids are victims (they would call it beneficiaries) of the newflesh virus, a series of biotech implants that grow on their own. These implants grow enough that after a certain point the infected humanoid is no longer a human at all, but rather a synthetic wearing human skin, until the newflesh virus itself takes over the brain.
At this point the newflesh takes on a new perspective, who consider their new state a blessing. They realize that most humanoids do not share their outlook and keep it secret; rightly so, as the majority of the population considers them dangerous plague bearers. It doesn't take much for newflesh to infect a community -- the biotech remolds its hosts into attractive shapes for precisely this reason -- and all it takes is one intimate encounter to begin the insidious cycle all over again.
Medium humanoid (android, biotech)
Armor Class 11 (natural armor)
Hit Points 22(3d8+9)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA
12 (+1) | 12 (+1) | 16 (+3) | 11 (+0) | 10 (+0) | 18 (+4)
Damage Resistances necrotic, poison, psychic
Condition Immunities charmed, poisoned
Skills Deception +6, Persuasion +6, Stealth +3
Senses darkvision 60 ft., passive perception 10
Challenge 2 (450 XP)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Harmonic Pheromones. One humanoid the newflesh can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed for 1 day. The charmed target obeys the newflesh's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this newflesh's Harmonic Pheromones for the next 24 hours. The newflesh can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Virus Carrier. The newflesh kisses a creature charmed by it or a willing creature. The target must make a DC 13 Constitution saving throw against this effect, taking 32 (5d10 + 4) necrotic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If this effect reduces its hit point maximum to 0, the target becomes a newflesh.