Tiny Monstrosity, Unaligned
Armor Class 13 Natural Armor
Hit Points 3 (1d4 + 1)
Speed 10 ft., Fly 40 ft.
STR
4 (-3)
DEX
17 (+3)
CON
11 (+0)
INT
5 (-3)
WIS
8 (-1)
CHA
6 (-2)
Skills Stealth +7
Damage Vulnerabilities Cold
Senses Darkvision 60 ft. , Passive Perception 9
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The moth has advantage on attack rolls against a creature if at least one of the Moth's allies is within 5 feet of the creature and the ally isn't incapacitated. 

Sunlight Sensitivity.  While in the sunlight, the kobold has disadvantage on attack rolls, as well as Wisdom (perception) checks that rely on sight. 

Mind Lure. The Blood Moth has a bulbous bioluminescent sphere at the tip of its tail, that it uses to lure in prey. Every creature that is within 60 feet of the Blood Moth that can see the bulb must succeed on a DC 12 wisdom saving throw or be Charmed. 

While charmed, if the target is more than 5 feet away from the moth it must use its turn to move toward the moth by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the moth, the target can repeat the saving throw. A Charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the moth attaches to the target. While attached, the moth doesn't attack. Instead, at the start of the moth's turns, the target loses 5 (1d4+3) hit points due to blood loss. 

The moth can detach itself by spending 5 feet of movement. It does this after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the moth. 

Habitat: ForestGrasslandHillSwamp

Christman

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