Regeneration. The Blood Fiend Spawn regains 10 hit points at the start of its turn if it has at least 1 hit point.
Terror Gaze. One creature that the Blood Fiend Spawn can see within 60 feet of it must make a DC 15 Constitution saving throw or be restrained. A creature can repeat the saving throw at the start of their turn, ending the effect on a success.
Pounce. If the Blood Fiend Spawn moves at least 10 ft. straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Blood Fiend Spawn can make another Draining Bite attack against it as a bonus action.
Innate Spellcasting. The Blood Fiend Spawn's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: far step, animate dead
3/day each: spirit shroud
1/day each: circle of death
Multiattack. The Blood Fiend Spawn makes three attacks.
Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Draining Bite. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 24 (4d8 + 6) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Parry. The Blood Fiend Spawn adds 2 to its AC against one melee attack that would hit it. To do so, the Blood Fiend Spawn must see the attacker and be wielding a melee weapon.
Description
True blood fiends are abominations created by Haemnathuun. Their human spawn are only slightly less horrible and dangerous when compared to their greater kindred. Blood Fiends are to fiend-kind what vampires are to mortals. Blood Fiends vastly prefer the blood of demons and devils however as humans occasionally are pushed to dine on hardtack, so too are Blood Fiends occasionally positioned to feed on whatever crosses their path. A meal is a meal as they say and although their preferred fiend victims become full Blood Fiends, their non-fiend prey never evolve out of a lesser spawnling form.
Half-made. These spawn only partially transform into a true Blood Fiend, gaining the four-armed torso of a true blood fiend along with the terrifying gaze which they can use to great effect to create easy prey to satisfy their lust for blood.
End of the Line. However, because these are not true fiends prior to being fed upon they lack the ability to make more blood fiends by feeding on their prey until death. However, that is of no consolation to their victims as they make up for the inability to spawn more of their kind by raising their kills as undead thralls through magic. This Spawn form is lesser in total power yet due to the nature of mortals they make up for shortcomings with inventiveness.
Enterprising Fiends. In compensating for their other true fiend shortcomings, the development of small magical talents allow them to better hunt and build themselves fortified positions and lairs. They can be encountered, surrounded by undead, and may even be accompanied by lesser fiends such as manes, quasits or even barghests.
Friends or Food. This is not only a good plan for survival, but also provides them a ready supply of food should a quasit not quite live up to expectations.
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