Blood Frenzy: The Blood Beast has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Regeneration: The Blood Beast regains 5 hit points at the start of its turn if it has at least 1 hit point remaining and isn't in direct sunlight. If the Blood Beast takes radiant damage, this trait doesn’t function at the start of its next turn.
Blood Magic Infusion: As a bonus action, the Blood Beast can empower its next melee attack, dealing an additional 7 (2d6) necrotic damage on a hit. This causes it to take 5 damage in return.
Multiattack: The Blood Beast makes two attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
Claws: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage.
Blood Spikes (Recharge 5-6): The Blood Beast violently expels bone and sinew from its body in a 15-foot radius. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d8) piercing damage and 9 (2d8) necrotic damage on a failed save, or half as much on a successful one.
Vengeful Strike. When a creature reduces the Blood Beast’s hit points by 20 or more in one attack, the Blood Beast lashes out in rage, making a melee claw attack against the attacker.
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