Echolocation. The plumard can't use its blindsight while deafened. Keen Hearing. The plumard has advantage on Wisdom (Perception) checks that rely on hearing. Sunlight Sensitivity. While in sunlight, the plumard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Undead Fortitude. If damage reduces the plumard to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the plumard drops to 1 hit point instead. Spider Climb. The plumard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Turn Resistance. The plumard has advantage on saving throws against any effect that turns undead. Blood Frenzy. The plumard has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature that is grappled by the plumard, incapacitated, or restrained. Hit: 4 (1d4 + 2) 1d4+1 piercing damage plus 4 (2d4) 2d4 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 1d4+2 slashing damage. Instead of dealing damage, the plumard can grapple the target (escape DC 13). Invisibility. The plumard magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the plumard wears or carries is invisible with it.