Bite: +5 target takes 10( 3d8) piercing damage reach 5ft
Trample: +7 the Bloodsucker moves 10ft towards one creature the target takes 10 (2d12) bludging damage on a hit and half as much damage on a miss and is knocked prone
Bloodsuck:(3/day) The Bloodsucker uses its Bite attack on a hit and regains double the hit points of the damage done
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
The Bloodsucker has the body and legs of a deer and the head of a tick, it can survive without water as long as it has a healthy supply of blood.
Lair and Lair Actions
A Bloodsucker's lair has a 75% chance of being in the Underdark and a 25% chance of being in a swamp it`s lair is usaly cluttered with bones
Lair Actions
On initiative count 20 (losing initiative ties), the Bloodsucker takes a lair action to cause one of the following effects; the Bloodsucker can’t use the same effect two rounds in a row
- As a bonus action the Bloodsucker Alfa can spray a blood red haze, any creature in a 15 foot cone must suceed a DC15 percption check or be blinded untill the start of Alfas next turn (recharge 5-6)
- The Bloodsucker Alfa can cast the Animate Dead spell requiring no componts
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:
- Any water within 3 miles of the Bloodsuckers lair all water turns in to blood the blood can become water again using the purify food and water spell or other magic
- Any creature that has a non - good alignment has a +3 on attack rolls on melle attacks if the creature it is targeting doesn't have all it's hit points
If the bloodsucker dies, these effects fade over 1d8 days.
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