Sense Blood. The Bloodzerker General can sense any creature that is bleeding within 20ft.
No Pain. The Bloodzerker General can't feel pain.
Toughened Skin. The Bloodzerker General is immune to non-magical weapons.
Bathe in Blood. If the Bloodzerker General is covered or surrounded in blood it can make attacks with advantage and +4 to damage.
I Hate Magic. Has advantage on all spell saving throws and receives half damage from spells.
Bloodzerkers can four Slashes or two Throw Anythings.
Slash. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (2d12 + 8) slashing damage.
Throw Anything. Ranged Weapon Attack: +10 to hit, range 60/120 ft., 1 target. Hit: 19 (3d8 + 7) damage. The Bloodzerker can pick up and throw any medium or smaller object or creature that weighs 300lbs or less. If the Bloodzerker throws an unwilling creature then the creature must make a contested strength check against the Bloodzerker General at disadvantage.
Give Me Your Pain. Can, once per combat encounter, use its action to cause one creature within 20ft that is bleeding to take make a charisma saving throw (DC17) or take 6d10 psychic damage on a fail safe. The General heals half the damage dealt.
Bring Me Closer. The Bloodzerker can use the dash action as a bonus action.
Is That All You got. The Bloodzerker can challenge up to 3 enemies and take half damage from that enemy until the start of the Bloodzerker Generals turn.
Has 3 legendary resistances and 2 legendary actions
Die. (Costs 1 legendary actions) Can make one attack
Bleed Pig. (Costs 2 legendary actions) Can make one slash attack that does half damage but the target is bleeding, taking 1d4 damage at the start of their turn until they receive any healing. This can stack to a max of 4d4.
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