Invisibility Cloak. The bloodsucker can turn invisible as a bonus action. The invisibility lasts until the bloodsucker attacks, casts a spell, or becomes incapacitated.
Blood Drain. If the bloodsucker grapples a creature, it can begin to siphon its blood at the start of each of the bloodsucker's turns. The grappled creature must succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage. The bloodsucker regains hit points equal to the necrotic damage dealt.
Ambusher. The bloodsucker has advantage on attack rolls against creatures it has surprised.
Shadow Stalker. The bloodsucker can move through difficult terrain without requiring extra movement if the terrain is in dim light or darkness.
Multiattack. The bloodsucker makes three attacks: one with its claws, one with its tendrils, and one bite attack.
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Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage. -
Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the bloodsucker cannot use its tendrils on another target. -
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature grappled by the bloodsucker.
Hit: 18 (4d6 + 4) piercing damage. If the target is not undead or a construct, it must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Predator’s Leap (Recharge 5–6). The bloodsucker jumps up to 30 feet in a straight line and makes a tendrils attack against a creature within range. On a hit, the target is grappled and restrained, and the bloodsucker can immediately make a bite attack against it as a bonus action.
Invisibility Cloak. The bloodsucker can turn invisible as a bonus action. The invisibility lasts until the bloodsucker attacks, casts a spell, or becomes incapacitated.
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