Giant Flea
Small Beast, unaligned
Armor Class 14 (natural armor)
Hit Points 27 (5d6 +10)
Speed walk +30, climb +20
Challenge 1/4
Skills perception +0
Damage Resistances bludgeoning
Senses blindsight 60', passive Perception 10
Languages —
Special Abilities
Blood Sense. Can pinpoint by scent the location of creatures that have blood within 60' of it.
Keen Smell. Advantage: smell Wis (Percept) checks.
Standing Leap. Its long jump is up to 30' and its high jump is up to 15 feet with or with o a running start.
Actions
Bite. Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 4 (1d4+2) piercing damage and the flea attaches to the target. While attached the flea doesn't attack. Instead at the start of each of the flea's turns the target loses 4 (1d4+2) hp due to blood loss. The flea can detach itself by spending 5 ft. of movement. It does so after draining 12 hp of blood from the target or the target dies. A creature including the target can take its action to detach the flea by succeeding on a DC 11 Str check.
Bonus Actions
Leaping Escape. Leaps up to 15 ft. with o provoking opportunity attacks.
Source: Tome of Beasts 3 · OGL/Open