Large Aberration, Chaotic Evil
Armor Class 17
Hit Points 184 (16d10 + 96)
Speed 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
22 (+6)
INT
7 (-2)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws DEX +6, CON +11
Condition Immunities Blinded, Charmed, Poisoned
Senses Blindsight 80ft. (blind beyond this radius), Passive Perception 11
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Relentless Flow. At the end of its turn, the bloodshitter releases a gush of blood that covers a 20ft. radius. Any other creature attempting to cross this terrain must make a DC16 Dexterity saving throw for every 5 ft. of movement, being knocked prone on each failed save.

Actions

 

Multiattack. The bloodshitter uses makes up to three attacks, but only one can be a crimson blast attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Crimson Blast. The bloodshitter projects blood from its rear in a 20 ft. cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 30 (8d6) poison damage on a failed save, or half as much damage on a successful one

 

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.

punished_picnic

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