Blood Rage (1/Day). As a bonus action, the blood druid can enter a blood rage. This lasts for 1 minute, until the blood druid falls unconscious, or until the blood druid ends it as a bonus action. When entering this blood rage and at the start of each of its turn while in blood rage, the blood druid loses 5 (2d4) hit points. While in blood rage, the druid can add the number of hit points it lost from the blood rage during its current turn to one damage roll it makes during the same turn.
Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): frostbite, infestation, mold earth, poison spray
1st level (4 slots): absorb elements, cure wounds, fog cloud, thunderwave
2nd level (3 slots): flame blade, hold person, pass without trace, spike growth
3rd level (3 slots): call lightning, erupting earth, speak with plants
4th level (3 slots): blight, confusion, grasping vine, wall of fire
5th level (3 slots): awaken, contagion
6th level (1 slot): wall of thorns
7th level (1 slot): regenerate
8th level (1 slot): control weather
Blood Funnel. Ranged Spell Attack: +9 to hit, range 15 ft., one target, Hit: 13 (2d6 + 5) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the 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. The blood druid regains hit points equal to the reduction in maximum hit points the target suffers as its blood shoots out of a wound or its eyes and into the druid’s mouth.
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