BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Bloodflies

The cycle of life and death is rarely pretty.
Bloodflies are flying parasitic insects found in the swamps and wetlands of the Sagu Jungle. Native to the Gudul Delta, bloodflies build fleshy nests with many holes within the bodies of the dead.   Bloodflies guard their nests viciously, and attack anything that comes too close to them.  

Behavior

  While individual bloodflies are not aggressive, they hunt in swarms as small as half a dozen. Aggressive behavior is usually indicated by louder buzzing, while an inert bloodfly is more subdued in sound. Aggressive bloodflies will be provoked to attack by noise, close proximity to the nest, or to the swarm, if the bloodflies are not tied to a nest.   A bloodfly nest will keep replenishing the swarm that protects it until the nest is destroyed. Once that is done, the protecting swarm will usually cease attacks, scatter and become harmless.

Remove these ads. Join the Worldbuilders Guild

Planeshift Tarkir

Swarm of Bloodflies CR: 1/2

Medium swarm of tiny beasts, unaligned
Armor Class: 12 (natural armor)
Hit Points: 27 (5d8 + 5) 5d8+5
Speed: 5 ft , fly: 30 ft

STR

3 -4

DEX

14 +2

CON

10 +0

INT

2 -4

WIS

13 +1

CHA

1 -5

Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 10 ft., passive Perception 11
Languages: -
Challenge Rating: 1/2

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that aren't undead or constructs that doesn't have all its hp.   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 insect. The swarm can't regain hp or gain temporary hp.

Actions

Blood Drain. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the swarm attaches to the target. While attached, the swarm doesn't attack. Instead, at the start of each of the swarm's turns, the target loses 2 (1d4) hit points due to blood loss.   The swarm can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the swarm.

Suggested Environments

Environment. Jungle, Swamp

Comments

Please Login in order to comment!