Blood Sense. The Antipathy can sense the blood of those it's hunting within 240 feet, and has advantage on any checks to find them.
A Friendly Face. If the Antipathy successfully kills one of the creatures that spawned it, it can inhabit that creature's body and mimic it until hit.
A Group's Vendetta. Upon death, the Antipathy will burst into a 20-foot cloud of corrupted blood. Each creature in this area has to make a DC 15 wisdom save. Whoever fails this roll by the most will become infected, and will have to roll two more saves. If that creature fails all three rolls, it will become corrupted and become possessed of Antipathy, using its current form to try and continue the hunt until it's dead or its vengeance is complete.
Legendary Resistance (3/Day). If the Antipathy fails a saving throw, it can choose to succeed instead.
Multiattack. The Antipathy makes one Slam, Pierce, and one Gore Breath attack, if the latter has recharged.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (4d6 + 4) force damage.
Pierce. Ranged Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: (3d8 + 4) piercing damage.
Gore Breath (Recharge 5-6). The Antipathy expels a 30-foot cone of viscera that requires a DC 15 construction save. On a failure, the creature takes 6d6 damage, and is poisoned for 1 minute. On a success, the creature takes half damage and isn't poisoned. Poisoned creatures can make the saving throw at the end of each of its turns.
Bloody Madness. The Antipathy stirs up a rage in one creature within 5-feet of it as it whispers cursed words. The creature must make a DC 15 Wisdom saving throw or will have to attack a creature of the Antipathy's choice on its next turn, spending its whole turn to do so.
Red Teleport. The Antipathy can teleport to any pool of blood within 30 feet.
Bloody Shield. Give a +3 bonus to AC.
Incite Violence. When hit by a bloodied creature, can use the Bloody Madness action in response.
The Antipathy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Antipathy regains spent legendary actions at the start of its turn.
Quick Escape. The Antipathy uses its Bloody Teleport action.
Lash Out. The Antipathy uses its slam or pierce attack.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Antipathy is born when a group of adventurers turn down a dark path and leave a trail of devastation in their wake. These evil acts build up in their victims, and when this happens enough, it gains a shared sentience that draws each piece together. To look at it, you'd be forgiven for thinking it was some kind of red water elemental, but a closer look would show you that it's entirely made up of blood. Once spawned, this being will follow around the group that caused it to be, watching them closely and waiting for a good chance to strike. It learns everything there is to know about them, and when ready, will start hunting them.
Sometimes, it'll wait until the group is split and seemingly safe; sometimes, it'll start taking vengeance by hurting those that the group likes; and sometimes, it'll grow brave enough to simply wait for them in a known hideout. In battle, it weaves a mixture of powerful strikes and mind-warping abilities together to take advantage of the group itself, making it especially potent in battles against multiple foes.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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