Amorphous. A Blood Horror can move through a space as small as one inch without squeezing.
Vampiric. Any damage that a Blood Horror does to a creature is immediately absorbed by the Blood Horror.
Blood Sense. A Blood Horror can find any source of blood within 150 feet without error. If a creature has no blood, the Blood Horror will be unaware of it, though it will flee if it is attacked by such a creature.
Enlarge Self. Each time a Blood Horror's HP doubles, it increases one size category. Each time it increases size it increases its Strength score by 2 and reduces its Dexterity score by 2. If the Horror is inside a creature at the time, that creature must make a Constitution Saving Throw (DC 12+3 per size category above Tiny) or explode.
Self Preservation. Whenever a Horror is inside a victim it will escape explosively if the victim takes [slashing] or [piercing] damage. The escaping Horror burrows through skin and viscera for 15 (2d10 + 5) [slashing] damage while also pushing the victim 10 feet and knocking them prone.
Lightning Vulnerability. Any time a Blood Horror takes [lightning] damage, it loses some cohesion, inhibiting its ability to change size until the end of its next turn.
Cold Vulnerability. Any time a Blood Horror takes [cold] damage, various parts of its body freeze, inhibiting its movement. It can only move at one quarter its speed until the end of its next turn.
Invade Host. Melee Finesse Weapon Attack: +11 to hit, reach 5 ft., 1 target. If the Horror hits with this attack it immediately invades the body of its victim allowing it to automatically hit with its Blood Feast Action.
Blood Feast. The Horror begins to gorge itself on the blood of the victim for 15 (5d4 + 5) [piercing] damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
This floating globule of blood seems totally inert until it senses a source of blood. At that point it will attempt to drain that source of blood by any means necessary.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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