b'Void-Stirge \n'b'  Medium   aberration ,  chaotic evil  \n'b'\n'b'  Armor Class  15 (natural armor)  Hit Points  67 (9d8 + 27)  Speed  40 ft., burrow 20 ft., climb 30 ft., fly 80 ft.\n'b' STATS STR: 15 (+2) DEX:  15 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  15 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  cold  Condition Immunities  charmed  Saving Throws  Int +2  Skills  Perception +6, Stealth +6  Senses  darkvision 60 ft., passive Perception 16  Languages  Deep Speech  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Bloodlust . The void-stirge has advantage on melee attack rolls against any creature that doesn\xc3\xaf\xc2\xbf\xc2\xbdt have all its hit points. \n'b'  Low Metabolism . While a voidstirge craves blood if it has not fed within the last 24 hours, it does not suffer any negative effects from starvation, and it can, in theory, survive forever without drinking or feeding. It is immune to effects that induce magical starvation or thirst, yet it still seeks to drink blood whenever it can to sate its desire. \n'b'  No Breath . Void-stirges do not require air to breathe. \n'b'  Starflight . A void-stirge can survive in the void of outer space, and it flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes it 3d20 months, while trip beyond normally takes it 3d20 years (or more, at the GM\xc3\xaf\xc2\xbf\xc2\xbds discretion)\xc3\xaf\xc2\xbf\xc2\xbd provided the void-stirge knows the way to its destination. \n'b'  Strange Mind . A void-stirge is immune to the spell confusion and madness. \n'b'  Yellow Sign Affinity . A void-stirge is immune to the effects of the Yellow Sign, and as an action, it can locate the nearest active Yellow Sign as per locate object with a range of 1 mile. When a void-stirge begins its turn with 1 or more hit points and it can see an active Yellow Sign, it regains 2 hit points and it has advantage on any Dexterity saving throw against effects it can see until the beginning of its next turn. An active Yellow Sign is either one that was created by Hastur or by the Yellow Sign spell. Inactive Yellow Signs, such as the unholy symbols carried by cultists of Hastur, do not bolster a void-stirge, but these creatures generally treat those who openly wear such symbols as allies. A character who displays a Yellow Sign in this manner has advantage on Charisma (Deception, Intimidation, and Persuasion) checks against a void-stirge. \n'b'  Actions \n'b'   Multiattack . The void-stirge attacks with its bite and claws. \n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 14). The void-stirge may use Blood Drain as a bonus action. \n'b'  Claws .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 7 (2d4 + 2) slashing damage. \n'b'  Blood Drain . A creature grappled by the void-stirge loses 10 (3d6) hit points due to blood loss. \n'b'  About \n'b' These aberrations are vaguely humanoid in shape with two upper limbs and two lower limbs on a torso with a head in the usual location, but there the resemblance ends. They are not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings, but something both more and less, and when not flying they flop limply along, half with their webbed feet and half with their membranous wings (See \xc3\xaf\xc2\xbf\xc2\xbdThe Festival\xc3\xaf\xc2\xbf\xc2\xbd by H.P. Lovecraft). \n'b'  Terrible Hybrid Things . These eldritch abominations look like void-stirges of prodigious size but with a blood-red tint to their skin rather than the grayish-black of their compatriots. \n'b' They are able to draw mystical power from the blood they drain to make themselves even more frightfully deadly.'