Giant Flea Swarm
Medium Beast, unaligned
Armor Class 14 (natural armor)
Hit Points 58 (9d8+18)
Speed walk +30, climb +20
Challenge 2
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