Legendary Resistance (3/Day). If the Blood Glutton fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Blood Glutton has advantage on saving throws against magical effects. Furthermore, if the Blood Glutton makes a save to take half damage, it takes no damage instead.
Truesight. The Blood Glutton has Truesight to a range of 120 feet
Regeneration. The Blood Glutton regains 75 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spellcasting. The Blood Glutton is a 24th-level spellcaster. Its spellcasting ability is INT (spell save DC 29, +21 to hit with spell attacks). The Blood Glutton has following Wizard spells prepared:
Cantrips (at will): chill touch, gust, infestation, message, mind sliver, minor illusion, toll the dead
1st level (6 slots): Absorb Elements, Cause Fear, Charm Person, Fog Cloud, Grease, Sleep, Tasha's Caustic Brew
2nd level (5 slots): Blindness/Deafness, Darkness, Detect Thoughts, Flock of Familiars, Mind Spike, See Invisibility, Tasha's Mind Whip
3rd level (4 slots): Animate Dead, Bestow Curse, Clairvoyance, Counterspell, Fear, Hypnotic Pattern, Protection from Energy, Slow
4th level (4 slots): Arcane Eye, Blight, Confusion, Phantasmal Killer, Sickening Radiance
5th level (4 slots): Cloudkill, Dominate Person, Dream, Negative Energy Flood, Scrying
6th level (3 slots): Circle of Death, Create Undead, Mass Suggestion, Mental Prison
7th level (3 slots): Power Word: Pain, Reverse Gravity
8th level (2 slots): Abi-Dalzim's Horrid Wilting, Feeblemind, Maddening Darkness
9th level (2 slots): Invulnerability, Weird, Psychic Scream
Dreadful Presence. Each creature of the Blood Glutton's choice that is within 120 feet of it and aware of it must succeed on a DC 29 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Glutton's Dreadful Presence for the next 24 hours.
Mass Dominate. The Blood Glutton targets all humanoids it can see within 30 feet of it. If the targets can see the vampire, the targets must succeed on a DC 29 Wisdom saving throw against this magic or be dominated by the creature, as if by the Dominate Person Spell.
The Blood Glutton can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Glutton regains spent legendary actions at the start of its turn.
Spell. The Blood Glutton casts a spell
Horrid Spawning. Using its stored blood, the Glutton creates 1d6 Bloodspawn, which act as Vampires without spells, legendary actions, or shapechanging.
Ancient Hunger. The Blood Glutton absorbs life forve from all those around it. Any creature must make a DC 26 CON saving throw or take 12d10 necrotic damage, taking half damage on a successful save.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Blood Gluttons are inchoate masses of undead flesh, the remains of ancient vampires. Over eons, the hunger that drives a vampire consumes it, and the cruel intellect that once drove these creatures to great heights is now directed solely towards the satiation of its never-ending desire for blood.
Lair and Lair Actions
Blood Glutton lair in deep, dark locations that can support their horrid girth, from forgotten temples to caverns of antiquity. The ancient magic that suffuses the creature imbues its surroundings with vestiges of its essence.
Lair Actions
On initiative count 20 (losing initiative ties), the Blood Glutton takes a lair action to cause one of the following effects; the Blood Glutton can’t use the same effect two rounds in a row:
- Negative Energy coalesces on a point the Blood Glutton can see within 60 feet. Within 1 round, this mass of negative energy becomes a Nightwalker.
- Ancient Blood seeps from the stone surrounding the creature, causing the Blood Glutton to regain 10d10 hit points.
Regional Effects
The region containing a legendary Blood Glutton’s lair is Polluted by negative energy, which creates one or more of the following effects:
- Creatures other than the Blood Glutton cannot regain hit points by means of natural regeneration.
- Water sources within 5 miles of the Blood Glutton's lair are supernaturally tainted, causing creatures who drink the water to fall under the effect of the Feeblemind spell.
If the Blood Glutton dies, these effects fade over the course of 7 days.
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