Standing Leap. The blade fiend's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Multiattack. The Blade Fiend makes two attacks: one with its Arm Blade and one with its Claw.
Arm Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d8 + 4) piercing damage.
claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (2d8 + 4) piercing damage.
Deadly Leap. If the blade fiend jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the blade fiend's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the blade fiend's space.
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