Medium Aberration, Chaotic Evil
Armor Class 15 natural armor
Hit Points 85 (10d8 + 40)
Speed 45 ft.
STR
10 (+0)
DEX
17 (+3)
CON
19 (+4)
INT
19 (+4)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws CON +7
Damage Vulnerabilities Poison
Damage Immunities Necrotic, Piercing, Radiant, Slashing
Condition Immunities Paralyzed, Petrified, Prone
Senses Passive Perception 12
Languages Deep Speech, Deep Speech
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amorphous. The bloodbeast can move through a space as narrow as 1 inch without squeezing.

Hybrid Nature. The bloodbeast has two creature types: humanoid and abberation. It can be affected by an effect if it works on either creature types.

Made from Blood. Whenever a creature is reduced to 0 hit points within 10 feet of the bloodbeast, the bloodbeast regains hit points equal to twice the creature's number of maximum hit dice, provided the creature has blood.

Actions

Multiattack. The bloodbeast makes four Claw attacks

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 1d6 + 3 slashing damage, and the target must succeed on a DC 12 Constitution saving throw or take 2d6 necrotic damage and have its maximum hit points reduced by the same number. A creature that succeeds on the saving throw takes half damage and doesn't have its hit points reduced.

Extract Blood (1/Day). The bloodbeast magically pulls on the vitality of the creatures around it. Each creature of the bloodbeast's choice within 30 feet of it must succeed on a DC 15 Constitution saving throw or take 7d6 necrotic damage, and the bloodbeast regains up to half its hit points. On a successful saving throw, a target takes half as much damage. A creature that has no blood is immune to this effect.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

ExcainExavilier

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