Medium Undead (Dragonborn), Neutral Evil
Armor Class 17 (studded leather)
Hit Points 150 (20d8 + 60)
Speed 40 ft.
STR
14 (+2)
DEX
22 (+6)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +11, CON +8, WIS +7
Skills Acrobatics +18, Perception +8, Stealth +18
Damage Resistances Acid, Cold, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Common (only understand), Draconic (only understand)
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Blood Sight. Magical darkness doesn’t impede Bloodmoon darkvision.

Legendary Resistance(3/Day). If the Bloodmoon fails a saving throw, it can choose to succeed instead.

Spider Climb. The Bloodmoon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. The Bloodmoon doesn’t require air, food, drink, or sleep.

Sneak Attack. Once per Round the Bloodmon can add 7d6 to an attack roll when it has advantage or has an ally next to the target.

Actions

Multiattack. The Bloodmoon makes three Blood Sword attacks. One of the attacks can be replaced by a Ray of Bloodfrost.

Blood Sword. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 18 (4d6 + 6) piercing damage and 18 (4d6 + 6) necrotic damage.

Ray of Bloodfrost. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 18 (4d6 + 6) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw. On a fail the target has no movement until the end of its next turn. On a success movement is only halved.

Bloodfrost Breath (Recharge 5–6). The Bloodmoon exhales a wave of bloody ice shards in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 24 (4d12) necrotic damage and 24 (4d12) frost damage on a failed save, or half as much damage on a successful one. 

First Strike. The Bloodmoon makes a Blood Sword attack with Advantage. If hit the target must make an additional 3 Constitution saving throws DC20. It takes 72 (12d12) necrotic damage or half as much on a successful save. It must succeed on the 2nd saving throw or be poisoned and not able to speak for 10 minutes. It must succeed on the 3rd saving throw or be paralyzed for 10 minutes. Can only be used in the first round of combat.

Spellcasting. The Bloodmoon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: dancing lights, darkness

1/day each: faerie fire, levitate (self only)

Bonus Actions

Shadow Step. While in dim light or darkness, the Bloodmoon teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Legendary Actions

The Bloodmoon can take 3 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. The Bloodmoon regains spent legendary actions at the start of its turn.

Shadow Step. The Bloodmoon uses its Shadow Step ability.

Darkness. The Bloodmoon casts darkness.

Attack. The Bloodmoon either makes a Blood Sword or a Ray of Frostblood attack.

Habitat: Urban

Powerstein

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