Blood Greed. When the Ghorgon rolls a natural 20 to hit, roll an additional die when determining the extra damage cause by the crit, the Ghorgon also gains hit points equal to half the damage dealt.
Enhanced Blood Sent. The Ghorgon knows the general direction and position of any creature without its maximum hit points within 5 miles of it.
Keen Smell. The Ghorgon has advantage on Wisdom (Survival) checks that rely on smell.
Raking Charge. If the Ghorgon moves 20 ft straight towards a creature and then hit it with an arm blade on the same turn, the target takes an extra 13 (2d12) slashing damage and the target must succeed on a DC 18 Strength saving throw or be pushed 10ft and knocked prone.
Multiattack. The Ghorgon can make three attacks with its arm blades, it can replace two of these attacks with a serrated bite attack.
Arm Blades. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage.
Serrated Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 9) piercing damage, and the target must make a DC 18 Constitution saving throw, on a failure the creature takes an additional 10 (3d6) slashing damage and starts to bleed while bleeding the target looses 1d10 hit points at the start of their turn and all Beastmen within 15 ft of the target gain advantage on attacks targeting a bleeding creature, magical healing and a DC 18 medicine check can stop the bleeding, on a success the target doesn’t start bleeding and takes half as much slashing damage from the bite.
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