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.
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.
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