Special Trait Name. The bled: anytime he attacks he has a 1/4 chance of inflicting stacks of bleed.
Spellcasting.
Cantrips (at will): [eldritch blast]
1st level (3 slots): [shield]
multiattack x2
Action Name. scarlet defile
Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 40 (6d10 + 10) [bludgeoning ] damage.
Action Name. scarlet Non terrenum
Action Melee Attack. Melee Weapon Attack: +7 to hit, reach 30ft., 5target Hit: # (3d10 + 10) [bludgeoning ] damage.
Action Name. oozing monstrosity
Action Melee Attack. dc 16 str save reach 30ft., 1target on hit the target will take 10 poison damage and will take the restrained condition and 1 stack of bleed at the end of each of the targets turns they must make a dc 16 str save or repeat these effects
Action Name. sorrowful bow
Action Ranged Attack. RangedWeapon Attack: +6 to hit, range 10/100 ft., 1target. Hit: 25 (4d10+ 5) [piercing] damage. And make a dc 16 con save or take 15 (2d10 +5) [poison] damage
Bleeding Regret: summon 2 fleshy lumps
We All Bled: everyone must make a dc 16 dex save or take 1 stack of bleed
Small grapple: str contest or take the grappled condition and take 10 damage at the end of each round your grappled
Reaction Name. Shield
opportunity attack
barrior (prevent the target from moving this round)
Starts with 3 gains one at the start of his turn
Legendary Action Name (Costs 1 Action). Bleeding regret: summon 3 fleshy lumps
Legendary Action Name (Costs 2 Action). EVERYONE Bled : everyone takes 2 stacks of bleed
Description
A large crimson humanoid with 6 heads 5 of which are half complete.
He has 3 arms one of which is very small and spikes all over his body with a togue coming from his stomach.
he can inflict the bleed condition (if a player takes 5 stacks of bleed they take 25% of they're max hp as damage this an also happen to enemy's but takes 10 stacks if no new bleed has been inflicted each turn stacks will slowly disappear one every round)
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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