Regeneration. The Blood Pygmy regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the Blood Pygmy takes radiant damage or damage from holy water, this trait doesn't function at the start of the Blood Pygmy's next turn.
Spider Climb. The Blood Pygmy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blood Pygmy Weaknesses. The Blood Pygmy has the following flaws:
- Harmed by Running Water. The Blood Pygmy takes 10 acid damage when it ends its turn in running water.
- Sunlight Hypersensitivity. The Blood Pygmy takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The Blood Pygmy makes two attacks with its claws and a bite attack or two melee attacks with its spear.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Instead of dealing damage, the Blood Pygmy can grapple the target (escape DC 11)
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Blood Pygmy, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Blood Pygmy regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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