Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
Haemovar. Ranged Weapon Attack: If the creature takes a large amount of damage, higher than 6, the wyrm forms a high speed projectile of it's own blood, moving so fast it's almost impossible to dodge. Target can make a DC 16 Dexterity saving through, dealing 2 (1d4) piercing damage, on a failed save and nullifying the damage completely on a successful one.
Lair and Lair Actions
This creature's lair is the blood swamps in the north-west of the Isle of the Gods. It resides just out of sight in the shallows of the blood, lurking and waiting to attack any unsuspecting target.
Dive. Movement: The wyrm conceals itself in the blood lake, hiding completely. The party member with the highest initiative for the fight must make a DC 13 Wisdom saving throw, with the creature performing Bite twice on a failed save and the target being able to counter attack on a successful one.
Splash. Melee weapon attack: The creature whips it's tail, throwing blood over a large area. Each target must make a DC 15 Constitution saving throw, being Blinded on a failed save and remaining unaffected on a successful one.
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