Brute. A melee weapon deals one extra die of its damage when the daemon hits with it (included in the attack).
Flaming Weapons. The daemon’s greatsword is a magical weapon. On a hit, it inflicts an extra 2d8 fire damage as shown in the entries below.
Magic Resistance. The daemon has advantage on saving throws against spells and other magical effects.
Reckless. At the start of its turn, the daemon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The daemon makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage and 11 (2d8) fire damage.
Teleport. The daemon magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see., It takes 30 seconds to complete this action and it can be interrupted by striking it before its completion.
Parry. The bloodletter adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Bloodletters are the daemonic soldiers of the Chaos God Khorne. These red-skinned fiends march to battle in orderly formations, which quickly fall apart once the battle is joined and their bloodlust is up.
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Posted May 30, 2023This is perfect! Exactly what I was looking for to get some blood for the blood god going! Thanks!