Aquatic Camouflage. The Snake has advantage on checks made to hide underwater.
Blood Frenzy. The Snake has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The snake can breathe only underwater.
Multiattack. The Big Blood Snake makes one Bite and one
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 3(1d6) piercing damage,
Constrict. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 13 (2d10 + 7) bludgeoning damage, and the target is grappled escape DC 21). Until this grapple ends, the creature is restrained and the snake can't constrict another target.
Aquatic Regeneration. If the snake drops into bloody water, the snake regenerates 1D12 + 2 HP.
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.
Lair and Lair Actions
Enter a description of your monster's lair here.
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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