Bloodfrenzy. The bloodfiend has advantage on melee attacks against creatures that aren't at total health.
Droning. The bloodfiend constantly emits a horrid droning sound. Any creature other than a bloodfiend that starts its turn within 120ft of the bloodfiend that can hear it must make a DC 12 Constitution save. On a failed save, the target's incapacitated and movement speed is halved until its next turn. A creature that succeeds on this save is immune to it for 24 hours.
Multiattack. The bloodfiend makes a claw attack and a blood drain attack.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (DC 12 to escape).
Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one target the blood fiend's grappling. Hit: 4 (1d4 + 2) piercing damage plus 3d6 necrotic damage, and the target must succeed a DC 12 Constitution save or contract a disease. Until the disease is cured, the target can't regain hit points expect by magic and the target's hit point maximum decreases by 1d6 every 24 hours. The target dies if the target's hit point maximum reaches 0 due to this disease.
Description
The blood fiend's a menace to all who dare traverse its swamps. Its grotesque form, resembling a giant mosquito, belies the horror it wreaks upon those unfortunate enough to cross its path.
These creatures make their homes in the mudholes of the swamps, emerging at the mere hint of warm-blooded prey. Born in sprawling nests, they grow to their massive size and venture form to spread terror and death.
Few have survived an encounter with a blood fiend, and those who tell tales of its swift and merciless attack. Armour made from its carapace is sought after by the bravest warriors, who hope to turn the monster's strength against it.
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