Draw Blood. The Blood Spirit can use its action to magically summon the blood from nearby creatures' wounds. Any creatures within a 10-ft sphere originating from the Blood Spirit who have taken damage in the last minute must make a DC 15 Constitution saving throw. Creatures lose 1d6 hit points due to blood loss on a failed save and half as much on a successful one. Afterwards, the Blood Spirit regains hit points equal to the collective amount it stole from creatures.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Created by evil rituals, these beasts stop at nothing to devour any creature they see.
Previous Versions
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Coming Soon
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