Blood Drinker. When the Blood Animus performs a successful melee attack roll, it heals for 25% of the damage inflicted.
Living Weapon. When the Blood Animus performs a ranged attack roll, it costs the Blood Animus 10% of its current health, regardless of success. A 5ft pool of blood forms at the location the ranged attack landed. If a player is standing in this pool at the start of their turn, they must make a DC 16 Dexterity saving throw. Upon failing, they take 2d6 necrotic damage. Upon succeeding, the player takes no damage and moves 5 feet in any direction, barring any other restrictions.
Cleave. The Blood Animus' tendrils strike in a sweeping motion.
Tendrils. Melee Weapon Attack: +10 to hit, reach 15 ft. cone, all targets within range. Hit: 14 (3d6 + 4) bludgeoning damage + 7 (2d6) necrotic damage.
Blood Shot. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage + 7 (2d6) necrotic damage.
Assimilate. A Blood Animus may assimilate another Blood Animus, combining their remaining hit points and becoming one monster.
Description
The horrid Blood Animus of Nos'Ankhar - towering abominations of animated, sentient blood - skulk the halls of the Great Vault, carrying out the inscrutable will of their profaned master. They are exceedingly dangerous and wholly malevolent, killing any trespassers with extreme prejudice before draining them of blood. The Blood Animus grows larger and more powerful with each drained victim. They have a particularly strong aversion to fire and radiance.
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