Parasite. As an action, a Blood Venom can take over a sentient creature that knows at least one language. A Blood Venom can use any natural weapons the creature has, such as a dragon's breath weapon. Also, that creature gains the Blood Venom's Tendril attack, Slam attack, and Slash attack. A Blood Venom also gains the hit points of the creature it has taken over. The creature can make a Strength saving throw to throw a Venom off, DC equal to 18. If they fail, they are completely under control of the Blood Venom. If they succeed, the venom will be thrown off and will attack someone else. A creature can repeat this saving throw as an action and movement.
Multiattack. On its turn, a Venom can make 2 Tendril attacks.
Tendrils. Melee Weapon Attack: +5 to hit, reach up to 20 ft., one target. Hit: 7 (2d6) bludgeoning damage.
Slam (when attached to a creature with no natural weapon). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.
Slash (when attached to a creature with no natural weapon). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Enter the description for how bonus actions work for your monster here.
Parasite. As a follow up to the PARASITE action, a Blood Venom can use that action as a reaction against someone who makes a melee attack against it.
Description
Blood Venom is a stronger variant of Venom. When attached to a human, it makes a bulky, fighter-type body. Its color is always dark red and black and cannot be changed no matter what. When it is separated from the host, it is a volatile creature that can take a crude humanoid shape that will not fool anyone just like a Venom; however, a Blood Venom has no mercy for anyone or anything. It can make a ranged attacks only when the creature it takes over has a natural attack that is ranged, has a bow, or something of the sort.
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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