b'Bloodsapper \n'b'  Medium   aberration ,  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  90 (12d8 + 36)  Speed  40 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  16 (+3)  INT:  5 (-3)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +5  Skills   Perception  +3,  Stealth  +4,  Survival  +3  Senses   darkvision  60 ft., passive  Perception  13  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Blood Scent . A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on  Wisdom  ( Perception ) and  Wisdom  ( Survival ) checks to find or track a creature that doesn\xe2\x80\x99t have all its  hp . \n'b'  Actions \n'b'   Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) slashing damage. \n'b'  Draining Tongue .  Melee Weapon Attack : +5 to hit, reach 15 ft., one target.  Hit : 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn\xe2\x80\x99t attack. Instead, at the start of each of the bloodsapper\xe2\x80\x99s turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper\xe2\x80\x99s tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper\xe2\x80\x99s tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a  long rest  or when it reduces a creature to 0 hp. \n'b'  Bloody Breath (Recharge Special) . The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13  Constitution  saving throw. On a failure, a creature takes 14 (4d6) acid damage and is  poisoned  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  poisoned . A  poisoned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can\xe2\x80\x99t use Bloody Breath again until it has drained at least 25  hp  of blood from a creature. \n'b'  About \n'b' This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth. \n'b'  Ravenous Blood Eaters . The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. \n'b' When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as stirges,  vampires , and chupacabras, though it usually retreats if outmatched or outnumbered by its opponents. \n'b'  Strange Dogs . Because of their dog-like bodies and propensity to form into packs when hunting large numbers of prey, bloodsappers are frequently confused with evil canids like worgs and hell hounds, despite their clearly aberrant nature. \n'b' Some believe bloodsappers were artificially created by an  aboleth  scientist, vampire mage, or similar entity, or that the creatures originated from beyond the stars or another realm of existence entirely.'