Huge Monstrosity, Chaotic Evil
AC 19    Initiative +6 (16)
HP 228 (28d8 + 112)
Speed 60 ft.
Mod Save
STR 17 +3 +3
DEX 24 +7 +12
CON 18 +4 +4
Mod Save
INT 20 +5 +10
WIS 16 +3 +8
CHA 18 +4 +4
Resistances Necrotic
Immunities Poison; Poisoned
Senses Darkvision 120ft; Passive Perception 12
Languages None
CR 15 (XP 13,000; PB +5)
Traits

Legendary Resistance (1/day). When bloodsport fails a saving throw they may choose to succeed instead

Pack Leader. Bloodsport has advantage on attacks if another allied creature is within 5ft of it, all other members of Bloodsport's pack gain the pack tactics ability while within Bloodsport's blood petal breeze emanation.

Pack Pact.  Members of bloodsport's pack can over the course of a long rest designate up to 3 willing creatures that are considered to be part of bloodsport's pack

Blood petal breeze. Bloodsport emits an aura of toxic petals that flow in the wind in a 40ft emanation of itself, whenever a creature enter the emanation for the first time on a turn or start their turn in the emanation the must succeed a DC 20 constitution saving throw or become poisoned. Members of Bloodsport's pack are immune to this ability

Actions

Multiattack. Bloodsport can make three attacks, one bite attack and two claw attacks

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit:  18 (2d10+ 7) piercing damage. If the target is poisoned it also deals an additional 21 (5d8) poison damage and must succeed a DC 20 wisdom saving throw or have disadvantage on saving throws made against members of Bloodsport's pack until the start of Bloodsport's next turn

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (2d8 + 7) slashing damage. If Bloodsport has advantage on the attack it deals an additional 13 (3d8) poison damage and the creature must make a DC 20 wisdom saving throw or the next attacks made by creatures in bloodsports pack deal an additional 1d8 poison damage on attacks against that creature until the end of bloodsport's next turn

Blood Petal Bark (recharge 6). Bloodsport releases a thunderous bark with a spray of blood petals in a 120ft cone. Each creature in the area must make a DC 20 constitution saving throw, on a failure the creature takes 25 (6d8) thunder damage and 25 (6d8) poison damage and be poisoned for one minute. if the creature fails by 5 or more they also lose resistance and immunity to poison damage and the poisoned condition, half damage and no effect on a success 

Bonus Actions

Commanding Static. Bloodsport emits a low static Bark, a member of the pack that can hear it within 60ft of it can use their reaction to make an attack against an enemy in range

Previous Versions

Name Date Modified Views Adds Version Actions
5/3/2026 8:23:12 PM
6
1
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Coming Soon
Redrpkdragon

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