Heartsucker (5e Creature)

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Heartsucker[edit]

Tiny monstrosity, unaligned


Armor Class 14 (natural armor)
Hit Points 45 (10d4 + 20)
Speed 40 ft., climb 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 21 (+5) 14 (+2) 9 (-1) 12 (+1) 3 (-4)

Skills Stealth +7
Damage Vulnerabilities fire
Damage Resistances poison
Senses passive Perception 11
Languages Arthropoid
Challenge 4 (1,100 XP)


Blood Frenzy. The heartsucker has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Standing Leap. The heartsucker's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.

Surprise Attack. If the heartsucker surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 5 (2d4) damage from the attack.

ACTIONS

Multiattack. The heartsucker makes two melee attacks, only one of which can be with its bug bite.

Bug Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage, and the target is grappled (escape DC 13). Additionally, the target must make a DC 14 Constitution saving throw or begin bleeding uncontrollably; at the start of each of its turns, a bleeding creature loses 5 (1d4 + 3) hit points due to blood loss, and can then remake its saving throw, ending the effect on itself on after 3 total successes.

Jab. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage plus 6 (1d8 + 2) piercing damage,


heartsucker.png
Art by Jonathan Wojcik

These creature are the result of the unnatural fusion between a human and a flea. This small but speedy monstrosity feeds exclusively on blood, employing its many hooks and barbs to anchor itself in the flesh of its prey and slurping as much fluid as it can through its tooth-lined mouthparts. Its wildly variable "helmet" is particularly difficult for prey to dislodge, though the monster can shed this anchoring appendage to make a quicker escape. Anticoagulants and histamine compounds in its bite cause the resulting wound to bleed freely for an extended period of time, while the area of the bite swells painfully and itches maddeningly. Like other sanguivorous arthropods, its bite may also transfer pathogens and toxins from one host to the next.
The heartsucker's forelimbs are packed with specialized muscles that can densely tighten, lock into position and instantaneously release with enough force to launch the monster hundreds of feet through the air, its laterally flattened body spinning as it leaps to maximize its distance. In addition to its incredible leaping ability, a Heartsucker can use the same muscular mechanism to inflict a devastating punch or jab with its clawed hands, throw small objects with lethal velocity or slam its barbed body into an adversary at close range. Its anticoagulant saliva can also allow the small creature to bring down much larger monsters as they steadily bleed out through strategically placed bite wounds.
A heartsucker is a clever and curious creature driven to explore every inch of its surroundings. Most comfortable in tightly enclosed spaces, it slinks its flattened body through narrow crevices to hide itself within walls or under large objects. It is also at home in dense, dry foliage, such as patches of prairie grass, reminiscent of swimming through host fur.

Variant: Bad Blood

Some heartsuckers carry traces of pathogens or toxins in their mouth between feedings, depending on where they fed last. When they make a successful bug bite attack, these heartsucker cause targets which fail their Constitution saving throw to suffer one or both of the following effects in addition to bleeding.
Infected Blood. The target contracts a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
Toxic Blood. The target becomes poisoned for 1 minute.

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