Blood Frenzy. The swarm has advantage on mele attack rolls against any creature that doesn't have all its hit points.
Keen Sight and Smell. The swarm has advantage on Wisdom (Perception) checks that rely on sight or smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can't regain hit points or gain temporary hit points.
Undergrowth Dweller. If in overgrown terrain, the swarm has advantage on Dexterity (Stealth) checks and attack rolls against it have disadvantage.
Multiattack. The swarm makes two attacks, or one if the swarm has half of its hit points or fewer.
Tearing Bites. Melle Weapon Attack: +5 to hit, reach 0 ft. one creature in the swarm's space. Hit: 8 (2d4 + 3) slashing damage, or 5 (1d4 + 3) slashing damage if the swarm has half of its hit points or fewer. In addition, the target suffers one Bleeding Wound.
For each Bleeding Wound, a creature loses 1 hitpoint at the start of each of its turns. If a creature has three or more Bleeding Wounds, it has disadvantage on ability checks and its speed is halved.
A Bleeding Wound can be closed by magical healing. Further, any creature can take an action to stanch one Bleeding Wound with a successful DC 13 Wisdom (Medicine) check.
Description
Jungle Chompers
A first and unmistakable sign of a nearby pack of Bloombiters is the absolute absence of animal sounds. Stalking through the undergrowth of steamy forests, this primal beast is preying upon any unfortunate creature that crosses its path - be it as small as a nimble lizard or as large as a full-grown gorilla. While a single Bloombiter might be cute to look at, a pack of these ferocious critters poses a serious threat even for trained and well-equipped adventurers. Unfortunately for many explorers and wandered, a Bloombiter never roams alone...
Previous Versions
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