Transfusion. Once per turn, when the bloodbeast hits a creature with inflict wounds or a bite attack, the target takes an extra 10 (3d6) necrotic damage, and the bloodbeast regains hit points equal to the extra damage dealt.
Innate Spellcasting. The bloodbeast's spellcasting ability is Constitution (spell save DC 14). The bloodbeast can innately cast the following spells, requiring no material components:
At will: inflict wounds
1/day each: hellish rebuke, shatter
Multiattack. The bloodbeast makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Description
Bloodbeast's take the form of thin, decrepit dire wolves, with crimson-hued fur and pale pink skin. Although these beasts look to be in ill health at first glance, the magic that runs through their veins makes them a powerful force to behold.
The creation of a bloodbeast is extremely rare and has only been achieved by those in control of the Blood Orb of the Vampire. However, their lives are not tied to the master of the orb, and so they are free to roam the world if their master were to perish.
Bloodbeast's that have no master stalk the landscape in the dead of night, searching for weak creatures that they can easily ambush and quickly kill. After becoming a bloodbeast, these creatures no longer have any desire to procreate or work in packs.
Previous Versions
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9/30/2021 12:14:27 PM
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Coming Soon
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