Brutal Momentum (Mount Trait).
If Bloodmaw moves at least 20 ft. straight toward a creature and hits with a tusk attack on the same turn, the target takes an extra 2d10 slashing damage and must succeed on a DC 16 Strength save or be knocked prone.
Gore Tunnel.
Once per long rest, Bloodmaw can burrow underground in a 30 ft. line, erupting beneath enemies. Any creature in its path must make a DC 15 Dex save or take 4d10 slashing damage from jagged rocks and debris. Creatures that fail the save are also grappled by living flesh (Bloodmaw's skin extends into tendrils and tries to hold them).
Slaughter Howl (1/Day).
Bloodmaw releases a horrific scream of torment and rage. All enemies within 30 ft. must make a DC 15 Wisdom saving throw or be frightened for 1 minute. They may repeat the save at the end of their turns. Creatures that succeed are immune to this howl for 24 hours.
Meat Reaving Bond.
As long as Gorresh is mounted on Bloodmaw, he gains resistance to psychic damage and advantage on Intimidation checks. If Gorresh is reduced to 0 HP, Bloodmaw flies into a berserk rage and will fight until it or every enemy in sight is dead.
Multiattack.
Bloodmaw makes two attacks: one with its Tusk Cleavers and one with Trampling Hooves.
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Tusk Cleavers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 2d10 + 6 slashing damage. -
Trampling Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone or grappled target.
Hit: 3d6 + 6 bludgeoning damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
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
Bloodmaw is a gigantic, mutated war boar the size of a rhinoceros, with layered flesh that looks like it’s been stitched together from dozens of butchered animals. Its skin hangs in flaps, its tusks are rusted metal blades bolted into cracked bone, and its eyes are glowing pustules of red madness. Slung across its back are meat hooks, rusted chain reins, and a saddle made of stretched troll-hide and bound sinew.
Its breath smells like a slaughterhouse left to rot. When it charges, the ground trembles. When it screams, it sounds like a chorus of dying beasts crying out from the Abyss.
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Gorresh feeds it bones and meat from fresh kills. It refuses cooked food.
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It snorts blood mist when angry.
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It growls at radiant beings and will charge celestial creatures on sight.
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It can "sing" with Gorresh—its howls harmonize with his, making for a terrifying duet during battle.
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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