Caustic Blood. Any creature that hits the bloodstriker with piercing or slashing damage within 5 feet of it takes 12 (3d8) acid damage.
Spiked Hide. At the start of its turn, the bloodstriker deals 8 (2d8) piercing damage to any creature on its space or is grappling it.
Charge. If the bloodstriker moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 10 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 6) piercing damage plus 20 (5d8) acid damage.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 6) bludgeoning damage.
Blood Squirt (Recharge 5–6). The bloodstriker shoots corrosive blood in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (9d8) acid damage on a failed save, or half as much damage on a successful one. In addition, nonmagical armor worn by anyone who fails the saving throw is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
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