I'd remove the
Hungry Mist and
Hungry Mists as the original monster just used its tendrils to drain blood.
Speaking of which, the 3E Crimson Death's tendrils were normal melee attacks with reach, it didn't envelop its victim and autohit them like the above version's
Life Drain but its tendrils attached and drained blood. Shouldn't it have a blood draining effect like a Stirge, perhaps with a Life Drain rider like a Vampire's Bite and a bit of seizing hold à la a Giant Squid?
Something like:
Tendril #1 (Stirge + Squid): Melee Weapon Attack: +# to hit, reach 5 ft., one creature. Hit: # (#d# + #) necrotic damage, and the target is attached, the attached creature can free itself as if escaping from a grapple (escape DC ##). While attached, the death cannot make attacks with the attached tendril and its melee attacks can only target the attached creature. At the start of each of the scarlet death's turns, the target loses # (#d# + #) hit points due to blood loss for each tendril the death has attached to them. The scarlet death can detach itself by spending 5 feet of its movement. It does so after it drains ## hit points of blood from the target or the target dies. The scarlet death has two tendrils, both of which can attach to the same target.
Tendril #2 (Vampire): Melee Weapon Attack: +# to hit, reach 5 ft., one creature. Hit: # (#d# + #) necrotic damage. The target must succeed on a DC ## Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the scarlet death regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Tendril #3 (Combined): Melee Weapon Attack: +# to hit, reach 5 ft., one creature. Hit: # (#d# + #) necrotic damage, and the target is attached, the attached creature can free itself as if escaping from a grapple (escape DC ##). While attached, the death cannot make attacks with the attached tendril and its melee attacks can only target the attached creature. At the start of each of the scarlet death's turns, the target takes # (#d# + #) necrotic damage for each tendril the death has attached to them. The scarlet death can detach itself by spending 5 feet of its movement. The scarlet death has two tendrils, both of which can attach to the same target.
Every time a tendril inflicts necrotic damage, the target must succeed on a DC ## Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the scarlet death regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Which approach do you prefer?
I'm OK leaving the
Waves of Lethargy and
Shifting Mists as is.