Incorporeal Movement. The crimson death can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Multiattack. The crimson death makes two incorporeal strike attacks. If both attacks hit the same creature, the crimson death can attempt to grapple the target (escape DC 16).
Incorporeal Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 5) necrotic damage.
Blood Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature grappled by the crimson death. Hit: 21 (4d8 + 5) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or have its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the crimson death regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Telekinetic Grip. The crimson death targets a creature or object it can see within 60 feet that weighs no more than 300 pounds. The target must succeed on a DC 16 Strength saving throw or be moved up to 40 feet closer to the crimson death. If the target is an object, it can instead hurl the object at a creature within 40 feet of that object. Make a ranged attack roll with a +9 to hit. On a hit, the target takes 3 (1d6) bludgeoning damage for every 10 feet the object was thrown and must succeed on a DC 16 Strength saving throw or be knocked prone.
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