False Appearance: While the Blood-wood remains motionless, it is indistinguishable from a normal tree.
Blood Shell: The Blood-wood coats it’s self in a layer of blood which quickly hardens giving it +4 armor
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. The blood-wood stabs its limbs at a target in a attempt to drain blood.
Blood spit . RangedWeapon Attack: +5 to hit, range 30ft., One target. Hit: 4 (4d6 + 5) The Blood-wood shoots a orb of blood at a target
Frenzied flail: when set on fire or brought to low HP the blood-wood will flail wildly doing +5 damage to anything within a 5ft radius
Description
In the wake of a small burst of wild magic the local fauna can be effected drastically, this is equally true for the flora as well. The blood-wood when motionless looks like nothing more than a dead - vaguely human shaped - tree but it’s true nature is more Sinister. When it uproots itself to hunt it will find the closest living creature it can and use its long brach arms to pierce the prey and drain it of blood. Interestingly the blood-wood when harmed will leak a unique crimson created as a byproduct of its grisly diet. Even more interestingly the Sap is coveted by alchemists and healers due to it usefulness in creating healing potions and tonics
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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