Pack tactics. The Chryssalid has advantage on an attack roll against a creature if at least one of the chryssalid's allies is within 5 feet of the creature and the ally isn't incapacitated. Resilient Hide. Any critical hit against the chryssalid becomes a normal hit. Chryssalid Injection. Creatures poisoned by the chryssalid have an Embryo injected into them. If the creature dies whilst poisoned in this way, it will mature, causing the body to bloat and reanimate, becoming a Zombie for 1 hour. The zombie acts in the defense of its parent chryssalid, following them. At the end of the hour the body bursts as a child chryssalid is born from it's remains.
Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.
Chrysalids work best in any environment with loose soil and an abundance of large meat, such as livestock, large fish, or people. However laboratory environments work too, as it's common for arrogant scientists to try to capture chrysalids, either for breeding and harvesting, or to 'tame' them.