Mobile. The Blood Kitsune has advantage on dexterity saving throws, has 2 turns per round, and has a standing jump of 20-feet and a running jump of 50-feet.
Blood Feeding. When ever the Blood Kitsune deals piercing damage from a bite or blood tail spike attack it heals for half the damage it dealt. It can also do this to any near by corpse as an action and heals for the half the max amount possible.
Blood Frenzy. When the Blood Kitsune drops to half health or lower it goes in to a frenzy, It gains an additional 3 dice to all attacks(Already include in draining bite and blood tail spike), gains 10 extra feet of movement, It gains a +2 to its AC, gain 50 temporary hit points, and it gains the following new abilities and attacks: Sonic Scream, Tail Stalagmite, and it becomes resistant to bludgeoning, piercing, slashing, fire, and psychic damage. It also replaces tail smack with Blood tail spike and Bite with Draining bite.
Multiattack. The Blood Kitsune can make 2 claw attacks and 1 bite attack, or 9 tail smack attacks; or when in blood frenzy make 9 Blood tail spike attacks or 2 claw attacks and draining bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (3d8 + 6) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 or 22 (3d6 + 6 or 6d6 + 6) slashing damage.
Tail Smack. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 6) bludgeoning damage.
(Only available during Blood Frenzy)
Draining Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (6d8 + 8) piercing damage. The target must also make a constitution saving throw of DC 15 or the creature heals for the full damage instead of half.
Blood Tail Spike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 8) piercing damage. The target must also make a constitution saving throw of DC 15 or the creature heals for the full damage instead of half.
Teleport. When targeted by a ranged attack it can see it will teleport behind the creature that fired the ranged attack.
The Blood Kitsune has 5 legendary actions
Tail Spin (cost 1 legendary action). The Blood Kitsune quickly spins in place swinging its tails wildly any creature within a 10-foot radius of the kitsune must make a dexterity saving tthrow of DC 18. On a failed save the creature(s) take 22 (6d6) bludgeoning damage and are pushed out of the 10-foot radius. On a successful save the creature(s) take half damage and are not pushed out.
Claw slashing (Cost 1 legendary action). The Blood Kitsune moves forward half its movement any creature in that line must make a dexterity saving throw of DC 14 or take 23 (5d8) slashing damage on a failed save and no damage on a successful save.
(Only available while in Blood Frenzy)
Sonic Screech (cost 2 legendary action) The Blood Kitsune releases a ear piercing screech in a 60-foot cone any creature that can hear in that cone must make a Constitution saving throw of DC 20 on a failed save the creature takes 32 (6d8) thunder damage and becomes deafened for 3 turns. On a successful save the creature takes half damage and isn't deafened.
Tail Stalagmite (Cost 3 legendary actions) The Blood Kitsune stabs the ground with its blood tails and sends them underground and sends them flying out of the ground at 9 creatures with in 60-foot radius, make an attack roll for each tail with advantage +9 to hit(if a creature has tremorsense. On a hit the creature takes 47 (8d10) piercing damage. The Blood Kitsune also heals for half of all the damage dealt.
Description
A large white fox with 9 tails with red tips. On its face it has similar red color markings the cover the eyes and up the ears. It has powerful legs that look as if they are covered in a blood pattern.
Comments