Of Two Bloods. All necrotic damage recieved heals it for the full damage dealt. All healing, except necrotic, will deal damage and it must make a constitution saving throw (DC 8 + half of the healing dealt) or is stunned until start of casters turn.
Shriek (2/Day). any creature in a 60ft radius of it must make a wisdom saving throw (DC 13) or is frighted for 1 hour. Those effected may make another saving throw at the end of each of their turns. creatures that are deaf or undead are immune to this affect.
Psychic Mind. Anyone entering 120ft of the creature must make a wisdom saving throw (DC 15) or has disadvantage on all concentration checks as screams of the dead invade their minds. They must roll a concentration check (DC 15 - 1/spell level spent) when casting a spell requiring concentration or lose concentration of that spell at the end of their turn. On successful save they are immune to the effects until the end of the day or entering another creatures effect range.
Multiattack. two attacks with its claws or one attack with its spit.
Claw Attack. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 9 (1d10 + 4 ) slashing damage. On hit target roll constitution saving throw (DC 14). On failed check target takes 4(1D8) necrotic and 4(1D8) radiant damage or half as much on a successful save.
Spit Attack. RangedWeapon Attack: +4 to hit, range 30/60 ft. Hit: 5 (1d10) Acid damage and 5 (1D10) necrotic damage.
Description
As an experiment trying to fuse demon blood with that of celestial blood in a corpse of a creature. The mixed blood caused the corpse to mutate into a blacked bulbous mass of flesh. In its transformation it grows additional limbs, mixed between legs and arms not excceding eight limbs total, and mouths that scream and gurgle as if trying to speak. white lines trace throughout the body and flair up and pulse when healing magic is applied to the creature.
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