Shapechanger: Sareena can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't trabsformed. It reverts back into its true form if it dies.
Ambusher: The doppleganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack: If the doppleganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra (4d8) damage from the attack.
Evasion: You can nimbly dodge out of the way of area effects no bigger that a 20ft radius. When Sareena is subject to a DEX saving throw to take half damage, you instead take no damage on a successful save.
Control Blood: You Choose nonmagical blood that the creature can see within range and affect it in one of the following ways.
- You can turn that blood into a one of the following weapons (Spear, Dagger, Whip) You may use this weapon as a second attack as your bonus action, this weapon lats 3 turns in combat.
- Heal yourself for 3d6 HP
- Have the blood boil, If the blood is inside a PC they must Succeed on DC 17 CON saving throw or take 5d6 necrotic DMG.
You may store the blood as a orb of blood that hovers around the creature, you may only store 3 orbs. You may use the orb as a reaction on a missed attack and have the orb rush the PC and explode. Have the PC make DC 15 DEX saving throw, on a success take half 3d12 bludgeoning DMG
Bloodport: Sareena may Teleport into any amount of blood she can see within 20ft
Dagger of Transfusion. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (5d6 + 15) necrotic damage. Slashing damage
Blood Shot. Ranged Weapon Attack: +5 to hit, range 80/120ft., 3 targets. Hit: (8d6 + 15) necrotic damage.
Red Rain: Blood rains down in a 15ft radius and gives a temporary damage buff to Sareena giving her an extra 2d6 necrotic damage to anyone who is standing in the radius. (Concentration)
Control Blood Weapon Second Attack: You may use any blood weapon use have created as a second attack.
Sareena has 2 reactions per turn.
Blood Shield: Sareena Uses any blood she can see within range and create a protective layer that allows her to take half damage until her next turn.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Sareena has 3 Legendary actions.
Assassin's Dodge (Costs 1 Action). Auto Miss any Attack on this creature.
Description
Sareena has Charred skin and smells like ash, She has short black hair with a singular white bang covering her face. On her face is a black face paint that reaches from her forehead to the middle of her cheek. When Sareena dies she loses as figure and color and turns dark grey and shows her true doppleganger form.
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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