Traits
Blood storm Aura (Passive)
Hostile creatures within 20 ft take 1d10 necrotic at the start of their turn (DC 18 Con save halves). The area is considered difficult terrain as blood pools churn unnaturally.
Multiattack 1 claw,1 MawStrike, 1 bloodflay spike
Mawstrike (Melee, +11 to hit, reach 10 ft)
Hit: 3d10 necrotic + 2d6 psychic.
Target must succeed a DC 18 Wis save or be Frightened until the end of their next turn.
Claw of the Betrayer (Melee, +11 to hit)
Hit: 2d12 slashing + 1d8 lightning.
On a crit, target is shackled by blood chains, reducing movement by half for 1 minute (DC 18 Str to break).
Bloodflay Spike (Recharge 5–6)
launch 5 spikes made of solidified blood at up to 5 targets within 120 ft. Each target must make a DC 18 Dex save or take:
• 4d10 piercing
• 3d6 necrotic
If a target drops to 0 HP from this, a Blood Wight (use Wight stat block, max HP) rises in their place under their control.
Howl of Forgotten Blood (Recharge 6)
Psychic scream. All creatures within 60 ft must make a DC 18 Wis save or take 8d10 psychic damage and be Frightened for 1 minute. Creatures Frightened this way must also use their reaction to move away immediately.
Opportunity attack with claws
Has 3 legendary actions and recharges it on the end of it's turn
Bloodlash (1): Tentacle of blood whips a creature within 30 ft. DC 17 Dex save or take 3d6 necrotic and be restrained.
Blood Soaked Leap (1): moves up to 40 ft without provoking opportunity attacks and lands in a 10 ft radius blast: DC 17 Dex save or 3d6 force damage and knocked prone.
Psychic Rupture (2): A creature within 60 ft must make a DC 18 Int save or take 5d8 psychic and be Stunned until the end of its next turn.
Rain of Bone (3): tears open a rift in the red sky. 6 spiked bone spears crash down in 20-ft-radius area (Dex save DC 18 or take 6d10 piercing)
Undying.
When reduced to 0 HP:
- Becomes inert and cannot act for 1 round.
- If acid, fire, or radiant damage is present in the space he occupies, he remains inert.
- If not, he revives at end of the round with:
- ¼ max HP (90 HP)
- Regains 2 spell slots (of any level previously used)
- can be killed with a sword slash across the chest and nothing else
Description
A humanoid vampire that has wings from his back
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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