Legendary Resistance (1/day). If the Bloodslab fails a saving throw, it can choose to succeed instead.
Fearless. The Bloodslab gains +3 to attack and damage rolls to any creature that attempts to frighten it.
Reckless Attack. The Bloodslab has advantage on attack rolls. Attack rolls against the Bloodslab have advantage.
Danger Sense. The Bloodslab has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. Has no effect if it is blinded, deafened, or incapacitated.
Feral Instinct. The Bloodslab has advantage on initiative rolls. If it is surprised at the beginning of combat and isn't incapacitated, it can act normally on its first turn.
Brutal Critical. The Bloodslab can roll two additional weapon damage dice when determining the extra damage for a critical hit.
Undead Fortitude. If damage reduces the Bloodslab to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the Bloodslab drops to 1 hit point instead.
Necromantic Shadow. Creatures within 20ft of the Bloodslab cannot regain hitpoints.
Magic Weapons. Bloodslab's weapon attacks are magical.
Monstrous Strength. Bloodslab has advantage on strength checks and strength saving throws.
Rejuvenation. Bloodslab regains a new body after d10 days, regaining all hitpoints and becoming active again. This is negated if the Bloodslab is killed by radiant damage, if Turn Undead, Wish, or Greater Restoration at 7th level or higher is used, or if the remains are disintegrated.
Multiattack. Bloodslab can make 2 Spectral Maul attacks
Ghostblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 7) slashing damage and 7 (d12) necrotic damage. If a creature dies from this attack, it is transformed into a Bloodslab Meatglob.
Ghostblade. Bloodslab makes one Ghostblade attack.
Command. Bloodslab commands one Bloodslab Meatglob within 60ft of it to move up to 15ft or make an attack.
Ghostblade. When it takes damage from a creature that is within 5 feet of it, can use its reaction to make a Ghostblade attack against that creature.
Meatglob Shield. If something makes an attack against the Bloodslab, and a Meatglob it commands is within 10ft of it, the Bloodslab can force the attacker to target the Meatglob.
The Bloodslab 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 Bloodslab regains spent legendary actions at the start of its turn.
Ghostblade (costs 2 actions). Bloodslab makes a Ghostblade attack.
Command. Bloodslab commands one Bloodslab Meatglob within 60ft of it to move up to 15ft or make an attack.
Rush. Bloodslab makes a dash action.
Description
The result of a barbarian who dies from necrotic energies, but through sheer rage and will manages to resuscitate themselves into a body of muscle, bone and necromantic energy. Driven on by undying rage, they travel the lands searching for anything they can crush under their might, leaving only wanton destruction and death in their wake.
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