Blessing of Silroth Whenever Blood Spawn see the blood of their enemies, they will enter a frenzied state. The first time a creature is damaged in combat, if that creature is not a Blood Spawn, all Blood Spawn within 10 ft of the creature get advantage on attack rolls against that creature.
Innate Spellcasting. Blood Spawns spellcasting ability is Constitution (spell save DC 10). Blood Spawn can innately cast the following spells, requiring no material components:
Cantrips (at will): Eldritch Blast, True Strike
1st level (3 slots): False Guise, Blood Bolt, Blood Javelin
Blood Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., One target. Hit: 7 (2d6+1) Slashing damage.
Blood Siphon (Recharge 4-5). The Blood Spawn must have damaged a creature on their last action to activate Blood Siphon. The Blood Spawn regains 2d8 health points and has advantage on its next attack roll.
Description
An aberration that's created by Silroth, they are raised from the blood of celestials and strong magic users and enslaved under her will. They will carry out tasks to spread death and to spill more blood to further Silroth's power, using their basic magic capabilities left over from the blood they were created from. They are usually found in groups of 4-5, but under Silroth's command, they will amass into armies to wipe out whole cities and kingdoms. Blood Spawn can, but won't usually, merge together in a rite called "Deepening of the Blood", where 20 or so Blood Spawn will infect a magically gifted host to create a powerful abomination that is difficult to stop.
Blood spawn that aren't commanded by Silroth will go only bloodthirsty rampages, trying to spill blood in hopes of spawning more of themselves or to just satisfy their endless bloodlust. Blood Spawn that escapes Silroth's grasp loses the Blessing of Silroth trait. If Blood Spawn go wild, Silroth will let it run rampart for a bit before pulling it back to her, as to show that she has full control over them.
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