Unholy Communion. Whenever the creature hits a target with it's Blood Spine ability, the Blood Ogre can roll a d6 and recover hit points equal to the number rolled.
Multiattack. The blood ogre makes two attacks with its greatclub and blood spine.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage.
Blood Spine. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 17 (3d6 + 6) piercing damage.
Coagulated Spew (Recharges 5-6). The blood ogre regurgitates acidic blood in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 30 (5d10) acid damage on a failed save, or half as much on a successful one. The blood ogre takes 10 (2d8) damage due to the loss of consumed blood.
Blood Frenzy. As a bonus action the blood ogre can enter into a frenzy for 12 seconds (2 rounds). The blood ogre gains advantage on STR checks and saving throws (not attacks), +3 melee damage with STR weapons. The creature can't cast or concentrate on spells whilst in a frenzy.
The frenzy ends early if the creature is knocked unconscious or if its turn ends and it hasn't attacked a hostile creature since its last turn or taken damage since then.
Description
Blood ogres are hulking giants that have been transformed by the consumption of their enemies sacrificial blood. When the blood is consumed, an ogre grows large crimson coloured spikes that protrude from its shoulders, back, and forearms. These spikes are used to slash out in a frustrated tantrum until it runs out of objects or creatures to smash.
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