Shapechanger. The Blood Mimic can use its action to polymorph into object or back into its true, amorphous form. its statistics are the same in each form. Any equipment it is wearing or carrying ins't transformed. it reverts to its true form if it dies.
Body Snatching. The Blood Mimic can slip into a corps and control it (adding the armor class of the corps). When in the corps it moves slowly and unnatural with Crimson red eyes.
Grappler. A creature gets suck and grappler, the creatures movement is zero.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the blood mimic is in object form, the target is subjected to its adhesive trait.
Piercing. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
The blood mimic is crimson and lightly thicker than normal blood and it looks like a normal puddle of blood until someone or something touches it which causes it to react and Grappler (escape DC 13) and then the creature inflecting acid damage.
Skills Stealth +5
Damage immunities Acid
Senses Darkvision 60ft.
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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