| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 18 | +4 | +6 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 16 | +3 | +5 |
| CHA | 8 | −1 | −1 |
Pack Tactics. The Blood Feather has advantage on attack rolls against a creature if at least one of the Blood Feather’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Blood Frenzy. The Blood Feather has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Aerial Evasion. When the Blood Feather would take damage from an area effect, it can use its reaction to halve the damage (evasion for flying creatures).
Corrupted Essence. The Blood Feather’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Multiattack. The Blood Feather makes two attacks: one with its Beak and one with its Talons.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, and the target must succeed on a DC 14 Constitution saving throw or gain 1 level of exhaustion (from blood loss).
Screech (Recharge 5-6). The Blood Feather emits a bloodcurdling screech. Each creature within 30 feet that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bloody Swoop. The Blood Feather moves up to half its flying speed without provoking opportunity attacks.
Aerial Evasion. As above, when affected by an area effect, halve the damage (if it would take half, take none instead).
Description
Lair and Lair Actions
- Blood Mists. The Blood Feather summons a cloud of bloody mist in a 20-foot radius. Creatures other than Blood Feathers within the area must succeed on a DC 14 Constitution saving throw or be blinded until the end of their next turn.
- Carrion Call. The Blood Feather calls swarms of lesser carrion birds. At the start of the next round, 1d2 swarms of ravens appear and act on their own initiative.
- Gory Gusts. Whipping winds and blood spray create difficult terrain in a 30-foot cone, reducing movement by half until the next round.
- Flocks of scavenger birds gather in unnatural numbers.
- The scent of blood lingers on the wind, attracting predatory beasts and deterring herbivores.
- Wounds in the area bleed longer and are harder to staunch (healing checks are made with disadvantage).