# Giant Flea *Small* *Beast* *unaligned* - **Armor Class:** 14 (natural armor) - **Hit Points:** 27 (5d6 +10) - **Speed:** walk 30 ft. climb 20 ft. - **Challenge Rating:** 1/4 (50 XP) - **Source:** Tome of Beasts 3, page 197 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 13 (+1) | 14 (+2) | 14 (+2) | 2 (-4) | 10 (+0) | 2 (-4) | - **Skills:** perception +0 - **Damage Resistances:** bludgeoning - **Senses:** blindsight 60', passive Perception 10 - **Languages:** — ### Special Abilities - **Blood Sense:** Can pinpoint by scent the location of creatures that have blood within 60' of it. - **Keen Smell:** Advantage: smell Wis (Percept) checks. - **Standing Leap:** Its long jump is up to 30' and its high jump is up to 15 feet with or with o a running start. ### Actions - **Bite:** Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 4 (1d4+2) piercing damage and the flea attaches to the target. While attached the flea doesn't attack. Instead at the start of each of the flea's turns the target loses 4 (1d4+2) hp due to blood loss. The flea can detach itself by spending 5 ft. of movement. It does so after draining 12 hp of blood from the target or the target dies. A creature including the target can take its action to detach the flea by succeeding on a DC 11 Str check. ### Bonus Actions - **Leaping Escape:** Leaps up to 15 ft. with o provoking opportunity attacks.