Magic Resistance. The Blood Devil has advantage on saving throws against spells and other magical effects.
Blood Siphon. After being reduced to half health, the Blood Devil will now recieve HP equal to all necrotic damage it deals. This includes damage received from Hemorrhage.
Hemorrhage. Creatures afflicted by Hemorrhage take 2d6 necrotic damage at the start of their turns. A creature can be cured through magical healing or a successful DC15 medicine check to bind the wound. Creatures without blood are immune to this effect.
Multiattack. The Blood Devil makes three Rend attacks to any creatures within range.
Rend. Melee Weapon Attack: +11 to hit, reach 5ft. Hit: 12 (2d6+6) piercing damage and 2d8 necrotic damage.
Impalement. Sanguine extends a claw, growing out in an instant in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 16 (3d10) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail by 5 or more also take 7 (2d6) necrotic damage and begin Hemorrhaging.
Blood Boil (Recharge 5-6). Ranged Area of Effect attack: 30ft range, 10ft radius sphere. All creatures with blood within the area must make a Constitution Saving Throw (DC 17), taking 2d8 necrotic damage on a failure, or half a much on a success.
Drain (Recharge 6). Ranged attack: 30ft range. Target must make a Constitution Saving Throw (DC 17), taking 6d10 necrotic damage on a failure, or half as much on a success. Can only be used after being reduced to half HP.
Blood Veil (3 /Day). An amorphous barrier of blood rises and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
Description
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