Blood Moon Aura. The elemental sheds 60ft of dim light. The light is crimson and also pierces through magical darkness within range.
Light Form. The elemental can fit through any space light can travel through without squeezing. A creature that touches the elemental takes 1d12 radiant damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d12 radiant damage. A creature that ends its turn inside the elemental's space also takes 1d12 radiant damage.
Spellcasting. The Blood Moon Elemental is a 1st-level spellcaster. Its spellcasting ability is WIS (spell save DC 18, +10 to hit with spell attacks). The Blood Moon Elemental has following spells prepared:
1st level (2 slots): Guiding Bolt
Multiattack. The Blood Moon Elemental makes two melee or ranged attacks. One of these may be a vampiric touch.
Light Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 2d10 + 6 radiant damage.
Crimson Beam. RangedWeapon Attack: +10 to hit, range 60 ft., 1 target. Hit: 2d10 + 6 radiant damage.
Vampiric Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 3d6 necrotic damage. Regain hit points equal to half the amount of necrotic damage dealt.
Blood Ritual (Recharge 6). The Blood Moon Elemental deals 30 total damage to up to 5 enemies (of its choosing) engulfed in it's Blood Moon Aura. The damage dealt can then be distributed to allies within its aura as temporary health. DC18 CON save for half damage.
Frightening Presence. The Blood Moon Elemental uses its unnatural form to attempt to cause fear to all enemies within its aura. All enemies who do not succeed a DC18 WIS saving throw are frightened for 1 minute and take 3d12 psychic damage. Creatures who save are not frightened and take half damage. Immune on successful save.
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