Blood Healing.The elemental regains hit points equal to the necrotic damage dealt by its Blood Drain ability.
Blood Sense. The elemental can sense the presence of exposed blood within 60 feet of it.
Blood Frenzy. The elemental has advantage on attack rolls against any creature that doesn't have all its hit points.
Blood Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's maximum hit points are reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Blood Spray (Recharge 5-6). The elemental sprays a 15-foot cone of blood in front of it. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Multiattack. The elemental makes two Blood Drain attacks.
Description
The Blood Elemental is a creature that forms naturally when large amounts of blood are left to coagulate and stagnate for a prolonged period of time. These entities are embodiments of the violent and chaotic nature of blood, taking on a shape that is both fluid and menacing. They are creatures of great power, and those who face them in battle will know the true meaning of fear. It is said that those who gaze into the swirling depths of a Blood Elemental's form can see the memories of those who have shed blood upon its surface, trapped within its viscous essence forever. Though rare and difficult to summon, these beings are revered by some for their power, while others view them as a plague upon the land.
Lair and Lair Actions
If the elemental's pool of blood is drained before it is engaged in combat, it will be weakened. On its first turn, it has disadvantage on all attacks and ability checks. Additionally, its HP will be reduced by one third, its Blood Frenzy ability will be lost, and it won't be able to regain any HP by Blood Healing.
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