Ambusher. The blood stag has advantage on attack rolls against any creature it has surprised.
Sunlight Sensitivity. While in sunlight, the blood stag has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The blood stag makes two attacks, one with impale and one with bite, it can replace the bite attack with a tail attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is restrained by the blood stag, or incapacitated. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blood stag regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if the effect reduces its hit point maximum to 0.
Impale. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 10 (2d6 + 3) piercing damage and the target must succeed a Strength saving throw DC 13 or be impaled by the antler and be restrained. The Blood Stag can restrain a maximum of 2 creatures in this manner. A restrained creature can use an action to repeat the saving throw, freeing itself on success.
Tail. Melee Weapon Attack: +5 to hit, range 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
As a Bonus Action, the Blood Stag can Teleport to a location in its lair that is heavily obscured, within 60 feet.
Blood Call. The blood stag can use a bonus action to teleport to a creature within 60 feet of it that doesn't have all its hit points and make one Impale Attack.
The Blood Stag has 3 legendary actions, which it can take immediately after a players ends their turn.
Gore (Costs 1 Actions). The stag can move half of its speed directly toward a creature and make an Impale attack against them.
Psychic Scream (Costs 3 Actions). The stag lets out an earsplitting screech, Anyone that can hear it within 30 feet must make a DC 14 Con Save or be stunned until the end of their next turn.
Feed Life (Costs 2 Actions). The stag attacks one creature it has impaled, Sapping 5 health from them, and Gaining it as Temp HP
Description
Blood Stags are known to roam the deep and lush forests of the world. The most common theory explains that their voracious tendencies for humanoid blood, elven in particular, could be explained by a curse that plagues them. an unknown vampire lord tried to strengthen his armies, experimenting on a herd of stags and deer. In his experiments, he modified the genome of the creatures using dark forces, and even darker pacts. Seeing failure after failure, his subjects dying one after the other, he chose to release them and move his focus to something more productive.......... But the curse was latent. Carried in the genes of these original stags, it would manifest at random, instantly killing the beast and bringing it back as a terrifying monster. Due to its inheritable nature, this curse has yet to be neutralized.
Lair and Lair Actions
The Grove of The Blood Stag is Heavily Obscured and pitch black. The grove is a 60 foot by 60 foot circle, full of trees and shrubbery inside.
Lair Actions
On initiative count 20 (losing initiative ties), the [Blood Stag] takes a lair action to cause one of the following effects; the [Blood Stag] can’t use the same effect two rounds in a row:
- The vines and shrubbery of the Grove act to slow down any creatures besides the Blood Stag. Making the ground for any other creature difficult terrain until the next lair action is used.
- The trees and terrain attempt to restrain one creature. That creature must make a DC 15 Strength Saving Throw or be Grappled by the ground. The ground has AC 14 and 5 Health.
Regional Effects
The Stag has Advantage on Stealth Checks inside its Grove.
- The Grove of The Blood Stag is Heavily Obscured and pitch black
- Light Sources in the grove only give off their Bright light, and it is instead dim. Any dim light is unable to pierce the darkness.
If the [monster name] dies, these effects fade over the course of 1d4days.
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