Medium Monstrosity
Armor Class 14
Hit Points 105 (14d8 + 42)
Speed 50 ft., Fly 30 ft.
STR
17 (+3)
DEX
19 (+4)
CON
16 (+3)
INT
6 (-2)
WIS
14 (+2)
CHA
5 (-3)
Skills Athletics +5, Stealth +6
Senses Darkvision 120ft, Passive Perception 12
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Ambusher. The blood stag has advantage on attack rolls
against any creature it has surprised.

Blood Call. The blood stag can use a bonus action to
teleport to a creature within 60 feet of it that doesn't have
all its hit points and make one Impale Attack.

Sunlight Sensitivity. While in sunlight, the blood stag has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Multiattack. The blood stag makes two attacks, one with
impale and one with its bite, it can replace the bite attack
by a tail attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
willing creature, or a creature that is restrained by the
blood stag, or incapacitated. Hit: 6 (1d6 + 3) [piercing]
damage plus 7 (2d6) [necrotic] damage. The target's hit
point maximum is reduced by an amount equal to the
necrotic damage taken, and the blood stag regains hit
points equal to that amount. The reduction lasts until the
target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.

Impale. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) [piercing] damage and the target
must succeed on a Strength saving throw DC 13 or be
impaled by the antler and be grappled and restrained. The
blood stag can restrain a maximum of 2 creatures in this
manner. A restrained creature can use an action to repeat
the saving throw, freeing itself on a success.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 12 (2d8 + 3) [bludgeoning] damage.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Eley0nTheWarlock

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