Large Monstrosity (Dinosaur), Unaligned
Armor Class 19 Natural Armor
Hit Points 161 (19d8 + 76)
Speed 50 ft., Climb 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +13, CON +13
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 60 ft, Passive Perception 13
Languages None, but it has a bond to the Vulvasaurus Rex, following her orders.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Bloodbound: While the Vulvasaurus Rex is alive, the Crimson Spawn has advantage on saving throws against being charmed, frightened, or banished.

Blood Frenzy: The Crimson Spawn has advantage on melee attack rolls against any creature that is below its hit point maximum.

Crimson Instinct: The Crimson Spawn always knows the location of any bleeding creature within 120 feet of it.

Death Burst: When the Crimson Spawn dies, it violently ruptures in a shower of coagulated blood. Each creature within 30 feet must make a DC 17 Dexterity saving throw, taking 18 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The affected area becomes difficult terrain until the end of the next round.

Pack Commander: Other Crimson Spawn within 30 feet have advantage on attack rolls against bleeding creatures.

Tactics: Crimson Spawn instinctively seek out weakened prey. They rush bleeding creatures first, harass spellcasters and ranged attackers with their Leap ability, and deliberately die near clusters of enemies to maximize the impact of their Death Burst. They never retreat while the Vulvasaurus Rex lives.

Actions

Multiattack: The Crimson Spawn makes three attacks: one with its Bite and two with its Rending Claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) necrotic damage.

If the target is affected by the Hemorrhage condition, the target takes an additional 9 (2d8) necrotic damage.

Rending Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If both claw attacks hit the same creature during the Spawn's turn, the target must succeed on a DC 14 Constitution saving throw or begin Bleeding.

Bleeding: A bleeding creature loses 7 (2d6) necrotic damage at the start of each of its turns. A creature can end this effect by receiving magical healing, succeeding on a DC 15 Constitution saving throw at the end of its turn, or if another creature uses an action to succeed on a DC 15 Wisdom (Medicine) check.

Bonus Actions

Leap: The Crimson Spawn jumps up to 20 feet to an unoccupied space it can see. This movement doesn't provoke opportunity attacks.

Description

A mass of coagulated blood and stem cells taking the form of a spinosaurus, summoned from the Vulvasaurus Rex.

FragranceMan

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