Corrupted Blood. If a creature takes poison damage from this creature's blood attacks, that creature must make a DC 16 Constitution saving throw or become Poisoned With corrupted blood. Creatures Afflicted with corrupted blood takes 3d4 + their constitution score (Yes the afflicted's Con score, as their blood begins to fight against them) Poison damage. If the afflicted's Hp drops to 0 they die and become a "Blood Zombie" (See Blood Zombie for details). Also creatures Afflicted with corrupted blood half disadvantage on attack rolls strength saves and dexterity saves. This ailment can be cured as if it were the poison status condition. If The Afflicted creature survives for 24 hours without curing the condition, they must then make a DC 18 wisdom saving throw or become mad unable to discern friend from foe, becoming a "Blood Driven" [See Blood Driven for details]. This is now a greater curse as the afflicted's blood becomes fully corrupted. If the creature succeeds the save then they do not become a Blood Driven and they lose the effects of Corrupted Blood but their blood is still fully corrupted, this is now considered a greater curse. Creatures who have fully corrupted blood, their blood is now toxic and any creature who consumes the blood must make the saves against Corrupted Blood. A vampire however or any other undead who consumes it instantly becomes a "Blood Driven" no save. Creatures with fully corrupted blood also now has access to the Blood Hunter sub-class "Order of the Corrupted" (See Order of Corrupted for details)
Slam.
Melee Weapon Attack: +6 to hit, reach 5 ft., single. Hit: 8 (1d10 + 4) [Bludgeoning] damage. Prone on Hit.
Blood Bomb. This creature sacrifices 6 Hp to Hurl a ball of blood at a target location.
Ranged Weapon Attack: range 30 ft, at start of next round any creature within a 5 ft radius of the target location must make a DC 13 Dex save or take Hit: 5 (2d4) [piercing] + 4 poison damage, save for half.
Blood Skin. This creature sacrifices half of its maximum Hit Points to cover itself in a hardened blood armor doubling its AC until it takes the amount of hp used to make the armor in damage or 30 minutes after use. (Hp is not regained if Blood Skin's duration ends)
Blood Absorb. As an action- The Blooded Flesh Golem recovers HP equal to the sum of [The Difference Between The Max And Current HP] of every Non-Undead creature within 30 ft of the Blooded Flesh Golem.
Spawn Blood. As an Action- The Blooded Flesh Golem loses 31 HP and a Blood Zombie [See Blood Zombie for Details] spawns in an unoccupied space within 30 ft of the Blooded Flesh Golem.
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Posted Nov 1, 2021Very cool but i don't think this is a CR 3 monster XD