Giant Flea Swarm

Medium Beast, unaligned

Armor Class 14 (natural armor)

Hit Points 58 (9d8+18)

Speed walk +30, climb +20

Challenge 2

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

Skills perception +0

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses blindsight 60', passive Perception 10

Languages

Special Abilities

Blood Sense. The giant flea can pinpoint by scent the location of creatures that have blood within 60' of it.

Keen Smell. Advantage: smell Wis (Percept) checks.

Ravenous. When a creature that doesn't have all of its hp starts its turn in the swarm's space that creature must make DC 12 Dex save or lose 5 (2d4) hp from blood loss.

Standing Leap. The swarm's long jump is up to 30' and its high jump is up to 15 feet with or with o a running start.

Swarm. The swarm can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny flea. The swarm can't regain hp or gain temp hp.

Actions

Bite. Melee Weapon Attack: +4 to hit, 0 ft., one creature, in the swarm's space. 14 (4d6) piercing damage or 7 (2d6) piercing damage if the swarm has half its hp or fewer.

Source: Tome of Beasts 3 · OGL/Open