Anamorphous Form: The bloody pile can move through all rough terrain, cracks, spaces, and holes without the loss of movement speed.
Anamorphous Adhesion: While traveling over the ground the Bloody Pile can pick up, consume, destroy, or utilize anything on the ground/walls that it comes in contact with, no action required.
If a creature hits the BloodyPile with a melee attack they must roll a DC 18 STR saving through or the BloodyPile can choose to consume them. At first they will be grappled, on a second failed save they will be restrained, on a third they will be consumed and begin to take 4D6 acid damage at the start of the BloodyPile's turn and at the start of the players turn.
Spellcasting. The [BloodyPile] is a 1st-level spellcaster. Its spellcasting ability is [Strength] (spell save DC 18 , +7 to hit with spell attacks). The [BloodyPile] has following [Natural] spells prepared:
Cantrips (at will): [Blood Boil], [Blood Sense] [Lacerate]
1st level (4 slots): [Exsanguinate], [Blood Syphon] [Crimson Javelin]
Action Name. The BloodyPile takes a single action on it's turn.
Action Melee Attack. Melee Weapon Attack: +7 to Hit with a reach of 10 ft. Natural weapon attack where the BloodyPile coagulates to form a club. Target takes 1D8+6 (10) bludgeoning damage.
Action Ranged Attack. RangedWeapon Attack: +7 to hit, range 60/120 ft. A ball of coagulated blood is slung from the BloodyPile toward a target, on a successful hit the target takes 1D10+6 (11) bludgeoning damage.
Spells:
Lacerate
Caedimancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Instantaneous
You slash at the air towards the target, cutting their flesh with a simple gesture. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Exsanguinate
1st-level necromancy spell
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You target one living creature that you can see within range. The creature must make a Constitution saving throw. On a failed saving throw, you draw blood from the body of the creature; the creature takes 1d6 necrotic damage and one level of exhaustion. On a successful saving throw, the creature takes half as much necrotic damage and no exhaustion. On each subsequent turn, you can use your action to maintain the effect, forcing the creature to make another Constitution saving throw suffering the same results. The spell ends if you use your action to do anything else.
Blood Syphon
1st-level necromancy spell
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Make a ranged Spell Attack (+6) as you send a bloody ball hurtling out from you. If you hit a creature the bloody ball begins to syphon the life force from that person. They immediately take 2D6 necrotic damage and the BloodyPile gains that in HP. This will continue to happen until the blood is removed from the target (taking 2 actions to accomplish) or until the target dies. The damage is taken immediately and at the beginning of the targets turn.
Crimson Javelin
1st-level caedimancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a vial of blood)
- Duration: Instantaneous
Blood stretches out from your hand and freezes into a long, thin javelin that you throw at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 piercing damage.
Bloody Sense
Casting Time: 1 bonus actionYou taste the blood of a creature. The blood must have been spilled or drawn within the last 1 minute or the effect fails. Once you taste the blood, you can learn certain information about the creature. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Current hit points
At the GM’s option, you might also realize you know a physical weakness the creature has, if any, such as vulnerability to fire damage or weakness against silver weapons.
Blood Boil
Transmutation cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous or 1 round (see below)
You target any living creatures within range. The targets must make a Constitution saving throw. On a failed saving throw, you cause one of the following effects to occur:
- The creature bleeds from its eyes, ears, and nose until the end of its next turn. While bleeding, the creature has disadvantage on all saving throws for 1 round.
- Until the end of the creature’s next turn, each time it takes damage from an attack that deals bludgeoning, piercing, or slashing damage, it takes an additional 1d4 necrotic damage from the attack.
- You increase the temperature of the creature’s blood. The creature takes 1d8 fire damage and it has disadvantage on the next attack roll it makes so long as the attack is made before the end of the creature’s next turn.
- You decrease the temperature of the creature’s blood. The creature takes 1d8 cold damage and its movement speed is halved until the end of the creature’s next turn.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Reaction Name. If the BloodyPile is hit by slashing damage it can use it's reaction t create another BloodyPile from the part that is slashed off of them. The new, smaller, BloodyPile has as many HP as the damage done to the original BloodyPile before damage resistances are applied.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
The Monster does not roll for initiative, it will take a turn after every one of the players turns. On count 20 and count 10 the monster can move up to it's movement speed or use a bonus action.
Description
Born from the blood of a failed Caedimancy Mage, this creature is forged from a twisted and deprived wizard that attempted to learn Blood Magic. This creature will roam the worlds until destroyed attempting to syphon the blood from magical entities until it has enough mana to restore itself back into a solidified state.
Lair and Lair Actions
If it is found in the spell shop of its former form the BloodyPile will utilize the area as it's own comfortable space.
Lair Actions
On initiative count 1 (losing initiative ties), the [BloodyPile] takes a lair action to cause one of the following effects; the [BloodyPile] can’t use the same effect two rounds in a row:
- Spills blood on the ground making everything with in 60 ft difficult terrain, any creature caught in the blood must make a DC 15 acrobatics check to prevent themselves from falling prone.
- Bloody tentacles begins to extend from the walls, any creature within 10 ft of a solid vertical surface must make a DC 18 Strength saving throw or become grappled by the walls.
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