Stench. The bloodmare smells of rot and decay.
Bite. The bloodmare bites enemies, doing 10(2d10) necrotic damage.
Claw. The bloodmare claws enemies, doing 5(1d6) slashing damage.
Scream. The bloodmare can let out an ear-piercing shriek, forcing players to roll a Wis. Saving throw of 15 or higher. If they fail, they are frightened and take 3(1d4) damage.
Death Scream. The bloodmare lets out a blood-curdling scream as it dies, forcing those around it to roll a Wisdom saving throw of 15 or higher. If they fail, they are terrified and take 5(4d4) damage.
Deflect Weapon. The bloodmare can deflect weapons used to make slashing and cutting attacks against it.
Bite. The bloodmare may bite as a reaction.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
9 and a half feet tall
200lbs.
A bipedal humanoid creature that has long arms. The hands are tipped with claws that drag and scrape along the ground. It lacks skin any form of skin. It is a mass of muscles and tendons stretched over bones. The mouth is full of human teeth, save for the 9 in. K9s.
Lair and Lair Actions
Dark, damp caves. Usually littered with bones and the remains of it's victims.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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