Cursed growth. When the slime kills a creature, it gains health equal to the damage dealt to the creature. If the blood slime is at full health or would go over full health, its max HP permanently increases by that amount.
Blood tentacle. Melee Weapon Attack:+4; to hit, reach 5 ft., one creature. Hit: 9 (3d6) necrotic damage.
Engulf. The slime moves up to its speed. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the slime enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the slime. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the slime enters the creature's space, and the creature takes 10 (3d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 14 (4d6) necrotic damage at the start of each of the slime's turns. When the slime moves, the engulfed creature moves with it.
A creature within 5 feet of the slime can take an action to pull a creature or object out of the slime. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6); necrotic damage. The slime can hold only one Medium creature or up to two small or smaller creatures inside it at a time.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.
Opportunity Attack. If an opponent leaves melee range, blood slime can make an attack.
Description
Once a normal creature, now turned into a humanoid-shaped blood slime by some sort of curse. They obey their creator and seek to consume, growing stronger with every kill.
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