Giant Flea

Small Beast, unaligned

Armor Class 14 (natural armor)

Hit Points 27 (5d6 +10)

Speed walk +30, climb +20

Challenge 1/4

STR
13
+1
DEX
14
+2
CON
14
+2
INT
2
-4
WIS
10
+0
CHA
2
-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