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    Lobishomen

    Tiny monstrosity, neutral evil

    Armor Class 13 (natural armor)

    Hit Points 18 (4d4 + 8)

    Speed 20 ft., climb 20 ft.

    STR 4 (−3) · DEX 16 (+3) · CON 14 (+2) · INT 8 (−1) · WIS 12 (+1) · CHA 7 (−2)

    Saving Throws Dex +5

    Skills Insight +3, Perception +3, Stealth +7

    Damage Vulnerabilities damage from silvered weapons

    Senses darkvision 60 ft., passive Perception 13

    Languages understands Common and Sylvan but can’t speak

    Challenge 1/2 (100 XP)

    Traits

    Minute Body. The lobishomen can occupy another creature’s space and vice-versa, and it can move through a space as narrow as 1 inch wide without squeezing. It has advantage on Dexterity (Stealth) checks made to hide in a creature’s clothing or gear.

    Spider Climb. The lobishomen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Blood Drunk. If the lobishomen regains 10 or more hit points during a single turn, it is poisoned, its speed becomes 0, and it falls prone. These effects end after 1 minute, if it takes damage, or if a creature uses an action to shake it awake.

    Actions

    Multiattack. The lobishomen makes two attacks: two with its Claws, or one with its Claw and one with its Bite (but it can’t make two Bite attacks in one turn).

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

    Bite. Melee Weapon Attack: +5 to hit, reach 0 ft. (one creature in the lobishomen’s space) or reach 5 ft., one target. Hit: 6 (1d4 + 3 piercing plus 1d6 necrotic) damage, and the lobishomen regains hit points equal to the necrotic damage dealt. The target’s hit-point maximum is reduced by the same amount. This reduction lasts until the target finishes a long rest; the target dies if this effect reduces its hit-point maximum to 0.

    Sleep-Feed. If the lobishomen starts its turn in the space of an unconscious creature, it can use its action to automatically hit that creature with a Bite.

    Bonus Actions

    Skitter. The lobishomen moves up to half its speed without provoking opportunity attacks.

    Reactions

    Nimble Dodge. The lobishomen adds 2 to its AC against one attack that would hit it. To do so, it must see the attacker.

    Lore

    A tiny monkey-sized vampire, yellow-skinned, hunchbacked, with black teeth. It attacks women and drinks their blood.

    In Brazil the term lobisomem came from Portugal, where it meant a wolf-man, but in the rural folklore of the country’s northeastern states it came to denote a dwarf-like vampiric parasite. The main explanations for its origin boil down to a few scenarios. The first version says it results from incestuous relations: a child conceived in such a union supposedly carries an inborn curse and, after the age of three—usually on the night between Thursday and Friday or under a full moon—finally loses its human appearance. The second version claims the creature is created through sorcery: a mage or wizard brings it forth by means of a black-magic ritual, usually as a familiar intended for spying or for taking revenge on enemies.

    Physically, the Lobishomen inspires disgust more than fear: most storytellers describe it as standing about two inches tall (around five centimeters), though at times it grows to the size of a small monkey. Its skin is yellowish, its back humped, its face covered with a white beard, and its mouth lined with blackened, rotten teeth; overall it looks like an ugly little ape.

    From Vampire Bestiary 5E, p. 64 · Fern Flower Press