-
Amphibious: The Blood Serpent can breathe air and water.
-
Regeneration: The Blood Serpent regains 10 hit points at the start of its turn if it has at least 1 hit point and is submerged in water. If the Blood Serpent takes fire damage, this trait doesn’t function at the start of the serpent’s next turn.
-
Blood Sense: The Blood Serpent can sense the presence of creatures with blood within 120 feet of it, even through solid obstacles.
-
Blood Pool (Recharge 5-6): The Blood Serpent can cause a 30-foot radius area within the lake to become difficult terrain for any creature other than itself. The area is flooded with blood and reduces visibility to 10 feet. Creatures in the area must make a DC 16 Dexterity Saving Throw at the start of their turn or fall prone. The pool lasts for 1 minute or until the Serpent chooses to end it.
-
Multiattack: The Blood Serpent makes two attacks: one with its bite and one with its constrict.
-
Bite:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution Saving Throw or take an additional 14 (4d6) necrotic damage as the serpent drains its blood, and the Blood Serpent heals for half of the necrotic damage dealt. -
Constrict:
Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: 18 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the Blood Serpent cannot constrict another target. -
Blood Surge (Recharge 6):
The Blood Serpent surges forward, causing a wave of blood to erupt from the lake.
Each creature in a 30-foot cone must make a DC 16 Strength Saving Throw or take 26 (4d12) bludgeoning damage and be knocked prone. On a successful save, they take half damage and are not knocked prone.
Legendary Actions:
The Blood Serpent can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Blood Serpent regains spent legendary actions at the start of its turn.
- Tail Swipe: The Blood Serpent makes a tail attack against one target within 15 feet, dealing 16 (2d8 + 5) bludgeoning damage.
- Submerge: The Blood Serpent dives beneath the lake’s surface, gaining advantage on its next attack as it bursts forth from the water.
- Blood Drain (Costs 2 Actions): The Blood Serpent targets a creature within 10 feet that has lost hit points. The target must make a DC 16 Constitution Saving Throw or take 10 (3d6) necrotic damage, and the Serpent heals for the same amount.
.
Comments