Aggressive. As a bonus action, the bloodthirster can move up to its speed toward a hostile creature that it can see.
Aura of Fear. Creatures within 50 feet of the bloodthirster must succeed on a DC 19 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 bloodletter’s aura of fear for the next 24 hours.
Blood for the Blood God. For every creature it reduces to 0 hit points, the bloodthirster gains a +1 bonus to damage on melee attacks for 1 minute (up to a maximum of +10).
Blood Frenzy. The bloodthirster has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Daemon Aura. Hostile creatures within 60 feet of the bloodthirster have disadvantage on Wisdom saving throws and saving throws against fear. An allied creature within 60 feet of the bloodthirster regains 1 hit point at the start of its turn and advantage on its first attack roll each round.
Magic Resistance. The bloodthirster has advantage on saving throws against spells and other magical effects.
Regeneration. The bloodthirster regains 10 hit points at the start of its turn. If the bloodthirster takes radiant damage, this trait doesn’t function at the start of the bloodthirster’s next turn. The bloodthirster dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Supreme Strike (3/short rest). Once per turn when taking the attack action, the bloodthirster can declare one attack to be an automatic hit.
ACTIONS
Multiattack. The bloodthirster attacks four times.
Axe of Khorne. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 26 (6d8+8) magical slashing damage. On a critical hit or when the bloodthirster reduces a creature to 0 hit points, creatures able to see the attack make a DC 19 Wisdom saving throw or gain the frightened condition for 6 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Whip of Khorne. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 22 (10d6+8) magical slashing damage, and the target must succeed on a DC 22 Strength saving throw or be pulled up to 25 feet toward the bloodthirster. On a successful save the target is knocked prone.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Enter a general description for your monster here.
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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