Evasive. When the Moth is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeed on the saving throw, and only half damage if it fail.
Flyby. The Moth does not provoke opportunity of attack when moving out of melee reach of a hostile creature.
Alert. The Moth passively uses its antennae to sense bio-metric resonance in its territory. Thus, it can't be surprised.
Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, falling unconsciouson a failed save.
Description
The Blood Moth is typically minute and harmless on their own, however when fully mature a Blood Moth becomes a creature with a wingspan of at least 2 ft. These wings vary in design, but all feature bright, crescent circles at the wing-tips and the distinct blood red on black color scheme. They support a dark heavy body topped with large fern like antenna.
As with all Moths the Blood Moths fly nearly completely silently. Blood Moths have advantage to stealth rolls relying of hearing
As with their more benign cousins these Moths have a large Proboscis or feeding tube, it differs not only in scale due to the large size of the Moth but also in design having evolved to easily puncture the thick hide of even the most rugged of creatures with a circulatory system.
Due to an anesthetic coating on the Proboscis it is unlikely that a victim will feel the initial insertions until the moth begins to feed and in some cases the anesthetic coating can even render a victim unconscious.
Once attached to a victim and successfully feeding a Blood Moth will not disengage, if a creature is reduced to 0 hit points by a feeding Moth the Moth will continue to feed until forcibly removed or slain.
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