| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 28 | +9 | +9 |
| CON | 30 | +10 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 18 | +4 | +4 |
| CHA | 10 | +0 | +0 |
Hunger Aura.
Creatures that start their turn within 60 ft. must succeed on a DC 24 Wisdom save or be Frightened for 1 minute as overwhelming predatory instinct invades their minds.
Legend of Consumption.
Any creature slain by the Blood Beast is consumed utterly — their body, soul, and even their memory are erased.
Supreme Blood Frenzy.
The Blood Beast has advantage on attack rolls against creatures who are not at full hit points.
Crimson Regeneration.
The Blood Beast regains 60 HP at the start of its turn unless it takes radiant damage or begins its turn in direct sunlight.
Unstoppable Rush.
The Blood Beast ignores difficult terrain, immunity to forced movement, and automatically breaks restraints or grapples.
Multiattack.
The Blood Beast makes four attacks: three Claw Rends and one Gore Bite.
Claw Rend.
Melee Weapon Attack: +21 to hit, reach 20 ft., one target.
Hit: 66 (12d10 + 13) slashing and necrotic damage.
Gore Bite.
Melee Weapon Attack: +21 to hit, reach 10 ft., one target.
Hit: 88 (16d10 + 13) piercing damage. The target's hit point maximum is reduced by the amount of damage taken.
Blood Surge (Recharge 5–6).
The Blood Beast explodes in a wave of raw vampiric energy. Creatures within 60 feet must make a DC 24 Constitution saving throw or take 110 (20d10) necrotic damage and lose 2d10 maximum hit points permanently.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
-
Claw Attack. The Blood Beast makes one Claw Rend.
-
Rush (Costs 2 Actions). It moves up to 80 feet without provoking opportunity attacks.
-
Devour Life (Costs 3 Actions). All creatures within 30 feet must succeed on a DC 24 Constitution saving throw or lose 66 (12d12) hit points and be Stunned until the end of their next turn.
Hunger Incarnate
When reduced to 0 HP for the first time, the Blood Beast explodes into a fully liquid, crimson hurricane. It instantly reforms with 400 hit points, becomes incorporeal for 3 rounds, and automatically regenerates 100 HP per turn during this phase.
Description
The Blood Beast is the end of the vampiric evolutionary chain — not ascension, but collapse into pure hunger incarnate. Sometimes these abominations are formed when Eldest Vampires lose control of their ferality, or when Blood Cults attempt forbidden experiments to create living avatars of vampirism itself.
The creature is no longer recognizable as humanoid. Towering 25 feet tall, its body is a writhing, muscular tangle of crimson sinew, constantly dripping blood. Its many mouths scream in eternal hunger. Its claws rend flesh and reality alike. Even other vampires flee its presence.
Some whisper that the Blood Beast is not a monster, but a failed god.
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.
Comments