Undying Fortitude. If damage reduces the clot carrier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage from a critical hit. On a success, the Clot Carrier drops to 1 hit point instead.
Blood Sacrifice(recharges on a 6): a clot carrier can take 6 damage to open up it's own wounds and release a number of clot flies from within them. Releasing 4 or (1d4+3) Clot Flies, then roll Initiative for the group of clot flies.
Rending Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. creatures that are hit need to make a DC 13 Con save or take an extra 6 (2d6) necrotic damage.
Blood&Gore: The first time the clot carrier takes damage, with an area of 5 feet a clot fly will appear out of the blood of the carrier and attack any creature as it's reaction.
Description
To those who find delight within the dream like state that Red Mist can provide. Sometimes it can cause weird mutations within the normal individuals that take this drug and lose all contact with it after a few weeks. The Clot Carrier could be any humanoid that got their hands on this dangerous drug and has now been bewitched by the aped up addictive state that it puts people in. Those who are at Stage 2 of this seem to feel lessened sense's of self and more of the monstrous ingredients begin to become more prominent.
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