Small Monstrosity, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 44 (8d6 + 16)
Speed 30 ft., swim 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4, Survival +3
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the bloodcap attaches to the target. While attached, the bloodcap doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 6 (1d6 + 3) hit points due to blood loss.

The bloodcap can detach itself by spending 5 feet of its movement. It does so after the target dies or when threatened. A creature, including the target, can use its action to detach the bloodcap after winning an opposing strength check.

After draining blood from a target, the bloodcap can perform new actions.

Rage. Expending 10 point of sucked blood, for 1 minute, the bloodcap can enter a rage as a bonus action as a 1st level barbarian.  

Enlarge (Recharges after a Short or Long Rest). Expending 10 point of sucked blood, for 1 minute, the bloodcap increases in size. While enlarged, the bloodcap is Medium, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the bloodcap lacks the room to become Medium, it attains the maximum size possible in the space available.

Enlarge more (Recharges after a Short or Long Rest). Expending 10 more point of sucked blood, for 1 more minute, the bloodcap increases in size once more. While enlarged, the bloodcap is Large, doubles once more its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the bloodcap lacks the room to become Large, it attains the maximum size possible in the space available. A Small bloodcap can perform this action expending 20 points of sucked blood.

Blood rest. Expending 5 point of sucked blood, the bloodcap can obtain the same effect of a Short o Long Rest.

Blood feeding. A bloodcap can expend any number of drained hit point to cure itself of half the amount.

Actions

Multiattack. The bloodcap makes two attacks with its claws.

Claws. Melee Weapon Attack: reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, or 7 (2d4 + 2) slashing damage while in medium form or 9 (2d8 + 2) slashing damage while in large form.

 

Description

Also known as redcap, mosquito ettercap, tickfolk or stirge ettercap, this sub-specie lives mostly in marshes. It's the most strange of the ettercap variants. Their origin are unknown, but most scolars think blood magic or vampires are involved.

The natural form of a bloodcap is of a small, childlike version of the standard redcap, but bloody red in color. They attack in swarms, their bite lacks venom, but, thanks to a retractile sharp tongue, they can pierce the enemy and drink their blood. They can convert blood into mass, growing large and stronger for each killed enemy. Some adventures report of ogre-size bloodcap killing lizardmen in blind rage. They lack the usual affinity with spiders, but they have some link with stirges, used sometimes like living blood bags.
Old and wise bloodcap can develop blood-related necromancy spells and abilities.

Previous Versions

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8/1/2018 8:33:20 PM
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Environment: Swamp

The_Brave

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