Amorphous. The Blood of Khaz'gnoth can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The Blood of Khaz'gnot2qh can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Explosive. Upon reaching 0 hit points, the Blood of Khaz'gnoth enters a volatile state for 1 round. In this state it cannot move, attack, or react. At the start of its next turn, the Blood of Khaz'gnoth explodes in a 10ft circle radius. Anything in the radius must make a 15 CON saving throw, or take 5d10 necrotic damage, or half as much of a successful save. The Eye of Khaz'gnoth automatically fails this save, and takes double damage.
One melee attack.
Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d6+3) bludgeoning damage plus 18 (4d8) necrotic damage.
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