| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +4 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 13 | +1 | +1 |
Shapechanger. As a bonus action, Bloone can shift between its hawk-like form and a blood mist. In mist form, it can move through small openings and is immune to nonmagical damage.
Blood Sense. Bloone can sense the presence of living creatures with blood within 120 ft., even through solid stone.
Magic Resistance. Bloone has an advantage on saving throws against spells and magical effects.
Regeneration. Bloone regains 10 hit points at the start of its turn if it has at least 1 hit point and is within 60 feet of a blood pool or channel.
Multiattack. Bloone makes three attacks: one with its Beak and two with its Talons.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8+4) piercing damage plus 7 (2d6) necrotic damage.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6+4) slashing damage plus 7 (2d6) necrotic damage.
Blood Drain (Recharge 5-6). Bloone targets one creature it can see within 10 ft. The target must succeed on a DC 16 Constitution saving throw or take 21 (6d6) necrotic damage, and Bloone regains hit points equal to half the damage dealt.
Bloody Escape. Bloone shifts into blood mist, gaining resistance to all damage until the start of its next turn, and can move up to half its fly speed without provoking opportunity attacks.
Bloody Reprisal. When a creature within 5 ft. hits Bloone with a melee attack, Bloone can make a Talons attack against the attacker.
- Detect: Bloone makes a Wisdom (Perception) check.
- Move: Bloone moves up to its speed without provoking opportunity attacks.
- Bloodied Strike: Bloone makes a Talon's attack.
Description
Lair and Lair Actions
- Blood Surge: Bloone causes a surge of blood to erupt from the ground. All creatures within 20 feet of a blood channel must succeed on a DC 15 Strength saving throw or be knocked prone and take 2d6 necrotic damage.
- Visions of Hunger: The lair fills with maddening whispers. One random creature must succeed on a DC 14 Wisdom saving throw or suffer disadvantage on all attacks until the end of its next turn.
- Pools and streams within 1 mile of the lair run red and taste metallic.
- Beasts in the region become aggressive and bloodthirsty.
- Wounds inflicted within 1 mile of the lair bleed more profusely, making stabilization checks more difficult (DC +2).