Slippery. The bloody bones is coated in bloody mucus and has advantage on any Dexterity (Acrobatics) checks it makes to avoid being grappled.
Expendable Tendrils. Each of the bloody bones’ tendrils can be attacked (AC 18; 10 hit points; immunity to psychic damage). Destroying a tendril deals no damage to the bloody bones, which can regrow a replacement tendril in one hour.
Rend. If the bloody bones hits the same target with both of its Claw attacks, it deals an additional 10 (2d6 +3) slashing damage to that target
Multiattack. The bloody bones makes four Tendril attacks, uses Reel, and makes two Claw attacks.
Tendril. Melee Weapon Attack: +6 to hit, reach 30 ft., one creature Hit: (1d4 + 3) slashing damage and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the bloody bones can't use the same tendril on another target.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature Hit: (1d8 + 3) slashing damage.
Reel. The bloody bones pulls each creature grappled by it up to 25 feet straight towards it.
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