| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 16 | +3 | +5 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Keen Hearing. The Blood Diver has an advantage on Wisdom (Perception) checks that rely on hearing.
Echolocation. The Blood Diver can’t use its blindsight while deafened.
Pack Tactics. The Blood Diver has advantage on an attack roll against a creature if at least one of the Blood Diver’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the Blood Diver has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Multiattack. The Blood Diver makes two attacks: one with Bite and one with Claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or lose 2 (1d4) hit points at the start of each of its turns until it receives magical healing or a DC 10 Medicine check is used to stanch the wound.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Shriek (Recharge 5–6). The Blood Diver emits a piercing shriek. Each creature within 15 feet that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.
Shadow Glide. The Blood Diver can take the Disengage action as a bonus action when in dim light or darkness.
Dive Away. When a creature misses the Blood Diver with a melee attack, the Blood Diver can move up to half its flying speed without provoking opportunity attacks.
Description
Lair and Lair Actions
- Blood Mist. The lair fills with a red mist, lightly obscuring vision in a 30-foot radius until initiative count 20 on the next round. Creatures other than demons must make a DC 12 Constitution save or become poisoned until the end of their next turn.
- Echoing Screech. A chorus of shrieks erupts, forcing all intruders to make a DC 11 Wisdom save or become frightened until the end of their next turn.
Regional Effects
- Bloodthirst in the Air: The region within 1 mile of the lair feels unnaturally oppressive. Beasts are agitated, and wounds bleed more freely, causing all hit point recovery from non-magical sources to be reduced by half.
- Scent of Blood: Predators and scavengers are attracted to the area, increasing random hostile encounters.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/25/2026 5:09:18 AM
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1
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0
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1
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Coming Soon
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4/27/2026 5:34:32 PM
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5
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0
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1.5
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Coming Soon
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6/6/2026 3:04:54 PM
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8
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2
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1
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Coming Soon
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