Innate Spellcasting. The Blood Mother's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components - blood, pain, and memory replace all components:
At will: thaumaturgy, infestation
2/day each: bestow curse, vampiric touch | 1st and 2nd level
3/day each: command, hold person, darkness | 4th level
1/day each: blight | 1st and 2nd level
Magic Resistance. The Blood Mother has advantage on saving throws against spells and other magical effects.
Living Womb. At the start of each of the Blood Mother’s turns, she regains 10 HP if:
-
A creature within 30 ft. has taken damage since her last turn, or
-
The ritual is still active
This healing is suppressed for 1 round when an anchor is disrupted.
Bound by the Ritual. While 2 or more ritual anchors remain:
-
The Blood Mother has resistance to all damage
-
She cannot be reduced below 50 HP
This effect ends when only one or zero anchors remain.
Mother's Lullaby. Creatures that start their turn within 20 ft. must succeed on a DC 15 Wisdom saving throw or have disadvantage on their first attack or ability check that turn as whispers and memories cloud their focus.
Multiattack. The Blood Mother makes two attacks.
Blood Tendril. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) necrotic damage.
Target must succeed on a DC 15 Strength save or be grappled (escape DC 15).
While grappled, the target takes 7 (2d6) necrotic damage at the start of each of its turns.
Crimson Embrace. The Blood Mother pulls a grappled creature into her mass. Target takes 21 (6d6) necrotic damage. The Blood Mother heals for half the damage dealt. Target is restrained until the end of its next turn.
Hemorrhagic Wave. The Blood Mother slams the swamp. All creatures of her choice within 20 ft. must make a DC 15 Constitution save. Fail: 18 (4d8) necrotic damage and knocked prone. Success: Half damage, not prone. The affected area becomes difficult terrain until the end of the next round.
Blood Call. One Blood Thrall or cultist spirit within 60 ft. may immediately: Move up to its speed OR Make one attack as a reaction.
Shared Suffering. When the Blood Mother takes damage, she may transfer half the damage to a restrained or grappled creature within 30ft. (no save).
The Blood Mother gains legendary actions only if the ritual completes or if the party fails to disrupt at least two anchors.
She may take 2 legendary actions, choosing from the options below:
-
Tendril Lash: Make one Blood Tendril attack
-
Blood Surge (Costs 2 Actions): Difficult terrain expands; all creatures in blood take 2d6 necrotic damage
Lair and Lair Actions
Blood Swamp. Initiative Count 20 (losing initiative ties) Choose one:
-
Grasping Veins – Blood tendrils attempt to restrain one creature (DC 14 Str save)
-
Rising Tide – Blood level rises; movement speed reduced by 10 ft. until next round
-
Mother’s Whisper – One creature must succeed on a DC 15 Wis save or be charmed until end of its next turn
Comments