Fluid Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 5) piercing damage, the target's hit point maximum is reduced by the number rolled and the water harvester attaches to the target. While attached, the water harvester doesn't attack. Instead, at the start of each of the water harvester's turns, the target loses 9 (1d8 + 5) hit points due to blood loss, and has it's hit point maximum reduced by that amount.
The water harvester can detach itself by spending 5 feet of its movement. It does so after it drains 25 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the water harvester. If the water harvester deals 25 points of damage, it is considered a small creature due to its engorged size, and looses it's ability to fly, and it's AC is reduced to 10. For every 25 points of damage done to a creature by a water harvester, that player gains 1 point of exhaustion due to the rapid loss of fluids. Undead, constructs, and any creature without fluids inside them are immune to all damage done by this creature, and the harvesters ignore these creatures.
Description
This monster stalks the driest deserts of the world seeking out sources of water to maintain it's survival. It can sustain itself on plants, but prefers creatures to feed due to the extra nutrients. A hungry water harvester is a nasty surprise for any creature in the desert. When hungry they are tiny, flying creatures which love to attach themselves to sleeping creatures. They attempt to get a full meal, and then wander away without notifying the host. They are quite vulnerable when full, loosing their ability to fly and moving at a slow speed. Some crafty adventurers will drain the full harvesters after killing them in order to regain back the fluids lost, but beware, they are hosts to many nasty diseases.
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