Medium Fiend, Chaotic Evil
Armor Class 14
Hit Points 75 (10d8 + 30)
Speed 20 ft., Swim 20 ft., Walk 20 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +5, CON +5
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Senses Darkvision 60ft, Tremorsense, Passive Perception 14
Languages Abyssal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Swarm: The Blood Leech can occupy another creature's space and vice versa, and the Blood Leech can move through any opening large enough for a Tiny leech. The swarm can’t regain hit points or gain temporary hit points.

Blood Frenzy: The Blood Leech has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Corrupting Presence: Creatures that start their turn within 10 feet of the Blood Leech must succeed on a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage as the corrupting energy of the Abyss seeps into them. On a successful save, they are immune to this effect for 24 hours.

Regeneration: The Blood Leech regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Blood Leech takes radiant damage or damage from holy water, this trait doesn't function at the start of the Blood Leech's next turn.

Actions

Multiattack: The Blood Leech makes two Leech Bite attacks.

Leech Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much on a successful one. The Blood Leech regains hit points equal to the necrotic damage dealt.

Blood Drain (Recharge 5–6): The Blood Leech targets a creature in its space or one adjacent to it. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 14 (4d6) necrotic damage, and the Blood Leech regains hit points equal to the necrotic damage dealt. On a successful save, the target takes half the necrotic damage, and the Blood Leech does not regain any hit points.

Burrow into Flesh: The Blood Leech can attempt to burrow into a creature it has successfully bitten. The target must succeed on a DC 14 Dexterity saving throw or be infested by the Blood Leech. While infested, the target takes 5 (1d10) necrotic damage at the start of each of its turns, and the Blood Leech regains an equal number of hit points. The infestation ends if the target or an ally spends an action to make a DC 14 Wisdom (Medicine) check, successfully removing the Blood Leech.

Reactions

Parting Gift: When the Blood Leech is reduced to 0 hit points, it releases a burst of corrupt blood. Each creature within 5 feet of the Blood Leech must make a DC 14 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much on a successful one.

Description

The Blood Leech is a loathsome fiend from the blood-soaked plains of the Abyss, where the very ground pulses with malevolent energy. These creatures are often found in swarms, lying in wait beneath the surface to ambush unwary travelers. Their bodies are slick with a vile, dark ichor, and they constantly thirst for the life force of living beings. The Blood Leech is driven by an insatiable hunger, corrupting and draining the blood of its victims to sustain its twisted existence.

HCTZ

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