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HemoGoblin

Medium , any
Armor Class: 13
Hit Points: 17
Speed: 40ft Swim: 15ft

STR

12 +1

DEX

17 +3

CON

10 +0

INT

8 -1

WIS

12 +1

CHA

6 -2

Skills: Acrobatics + 5, Perception + 3, Stealth + 5

Pack Tactics. The hemogoblin has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated

Bloodborne. The HemoGoblin is able to dive into any pool of blood and travel through it at its swimming speed.

Actions

Blood Drain. Melee Weapon Attack: + 5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the hemogoblin attaches to the target. While attached, the hemogoblin doesn't attack. Instead, at the start of each of the hemogoblin's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.

The hemogoblin can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the hemogoblin by making a contested Strength ability check against the hemogoblin. If the hemogoblin is forcibly removed from a target its attached to, the target immediately takes 5 (1d4+3) slashing damage.

Blood that has been animated by Harkins magic.

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