Hacthlings. Once per 24 hours the broodmother can use her pheromones to hatch her eggs to aid in her fight. 1D12+7 full grown Sand Bloodleach hatch in unoccupied spaces within 20 feet around the broodmother.
Life Stealer. Using their massive claws they can grapple their prey and immobilise them before sucking their blood. Sucking damage from the Feed Action deals Necrotic damages and reduce the maximum hit point of the target up to dice result until their next long rest.
Multiattack. The broodmother takes three attacks: one with its sweep and two with its claws. If the broodmother had grappled an opponent it can substitute one of its claws attacks with a feed attack.
Chitinous Claws. Meelee weapon attack: +9 hit, reach 15 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained.
Sweep. The broodmother makes a sweeping strike with one of her legs. Everyone within a 15 feet of it makes a DC 18 Dexterity save or take 10 (1d10+5) slashing damage and the target is knocked prone.
Feed. Sucking the Lifeforce of the target, they deal 3D8 Necrotic damage and reduce the maximum hit point of the target up to dice result until their next long rest.
The broodmother can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The broodmother regains spent legendary actions at the start of its turn.
Scream (Costs 2 Actions). The Broodmother lets out an ear-deafening scream. All creatures within 15 feet must make a DC 16 Constitution saving throw. If you fail the save you take 10 (1d10+5) psychic damage and you are deafened for the next turn. On a successful save you take half damage.
Sweep (costs 2 Actions). The broodmother makes one sweep attack.
Description
Sand Blooleach roam the tunnels all around the desert, steal the lifeforce of creatures before settling in their homes.
They're small size, speed and ability to walk on walls gives them the advantage on most of they're prey.
Living in megacolonies of thousands, they dwell until there is no more blood to feed on their territory, the Broodmother dies, then they migrate at night to find a new home, hiding in the sand during daytime, feeding on anything they found on the way. Therefore, they are a plague for small villages and natural rock formation all across the desert.
Their giant Broodmother is said to be one of the harshest creature to defeat within the Markesian desert.
Though I have but heard rumors about this creature I am, for once, not eager to proove it's true existence. The artistic depiction of it sent unbearable shiver down my spine and though being a learned scholar, I will never take that risk.
Lorekeeper Eodopus
Lair and Lair Actions
A Broodmother's lair.
The giant cave whitin wich the Broodmother establish it's colony need to accomodate a very particuliar patern, unable to burrow or dig in the ground it shall be stolen from the former inhabitant, making it a Dwarven nightmare. The tunnels are swiftly taken over by legions of the hatchlings.
Lair Actions.
On initiative count 20 (losing initiative ties), the tunnels around the Broodmother's lair spills out 1D8 Sand Bloodleach, swarming to defend their mother in response to the danger pheromones it's diffusing throughout the fight.
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