Legendary Resistance (5/Day). If Bloodwing fails a saving throw, it can choose to succeed instead.
Magic Resistance. Bloodwing has advantage on saving throws against spells and other magical effects.
Ancient Rebirth. Upon death, Bloodwing will disintegrate into ashes. Unless a wish spell is used to keep him from resurrecting, he will resurrect as his Mythical Form.
Multiattack. Bloodwing can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) necrotic damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of Bloodwing’s choice that is within 120 feet of Bloodwing and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Bloodwing’s Frightful Presence for the next 24 hours.
Gangrenous Breath (Recharge 5–6). Bloodwing exhales red mist in a 90-foot line that is 15 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one.
Bloodwing can take 6 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bloodwing regains spent legendary actions at the start of its turn.
Detect. Bloodwing makes a Wisdom (Perception) check.
Tail Attack. Bloodwing makes a tail attack.
Vampiric Bite (Costs 2 Action). Bloodwing lunges towards an opponent and makes a bite attack. Bloodwing gains life equal to the damage dealt, in addition, the target must also pass a DC 19 Constitution saving throw or become infected with vampirism.
Wing Attack (Costs 2 Actions). Bloodwing beats its tattered wings. Each creature within 10 feet of Bloodwing must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, Bloodwing can fly up to half its flying speed.
Upon entering his Mythical Form, he gains 10 legendary actions. As well as his ability to use Mythic Actions.
Broodlord (Costs 3 Actions). Any undead targets that Bloodwing can see must make a DC 18 Wisdom saving throw at the start of Bloodwings turn. Upon failure, they become charmed by Bloodwing until the start of Bloodwing's next turn. Any affected targets must spend their next turn defending Bloodwing if able.
Might of The Dead (Costs 5 Actions). Bloodwing roars to the heavens, plunging the world into an eclipse temporarily. For 1 minute (10 rounds) necrotic damage is doubled, and radiant damage is halved.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/13/2023 4:58:12 AM
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9
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0
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1
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Coming Soon
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6/13/2023 5:36:47 AM
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10
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2
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1.5
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Coming Soon
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