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Giant Flea Swarm 2014

CR 2 beast

Medium beast, unaligned


Armor Class
14 (natural armor)
Hit Points
58 (9d8+18)
Speed
30 ft., climb 20 ft.

STR13 (+1)
DEX14 (+2)
CON14 (+2)
INT2 (-4)
WIS10 (+0)
CHA2 (-4)

Saving Throws
Skills
Perception +0
Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses
blindsight 60 ft., passive Perception 10
Languages
—
Challenge
2 (450 XP) · Proficiency Bonus +2

Blood Sense.

The giant flea can pinpoint by scent the location of creatures that have blood within 60' of it.

Keen Smell.

Advantage: smell Wis (Percept) checks.

Ravenous.

When a creature that doesn’t have all of its hp starts its turn in the swarm’s space that creature must make DC 12 Dex save or lose 5 (2d4) hp from blood loss.

Standing Leap.

The swarm’s long jump is up to 30' and its high jump is up to 15 feet with or with o a running start.

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 flea. The swarm can’t regain hp or gain temp hp.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details