Bloodwhip. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d10 + 4) slashing damage. Caster takes 1d4 damage, and the target must make a DC14 Strength or Sleight of Hand check to not be restrained. If restrained, target can remake the check at the start of their turn, costing a bonus action. For each turn that they remain restrained, the caster take another 1d4 damage, with each subsequent turn adding another d4 to the pile (IE first round 1d4, second round 2d4, third round 3d4.)
Bloodclaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (2d6 + 4) slashing damage.
Reformation. As an action, the Blood Spawn can collect the leftovers of its defeated brothers and grow in size, strength, and power. The upgraded forms attacks are under the monster "Blood Construct"
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.
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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