Homebrew Blood Moon Slime Species Details
Your a Blood Moon Slime you cannot rest in the day, during Night you get a buff every night to magic attacks by 10 tenfold but you need blood for the effect you weak against Fire find in live in caves your species have thought to extinct. Night vision during the night can also you can Shape water at will but it is weakest during the day. Also you can add your blood to the water makes as strong diamonds they are thought to Being relics That can make even gods bleed there resistant to all types of spells whoever is around you 30ft unconscious during the effect Blood Mist Javelin
(Damage Resistances bludgeoning, piercing, and slashing so have to duel you or to submit by your hand you gain there blood if weakin to point you have to accept anything even if you don't like you have to do it only Once per Game it reset every 180 days if you don't then you will be cruse of bloodlust or your are very Lustful near Humans)
Blood Seeking. Like a vampire, a blood ooze craves hot, fresh blood. It draws the blood out of its victims,
Damage Immunities acid, fire, necrotic, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages
(Blood Mist Javelin)
Blood From your slime that is shape for a Javelin and its impervious to all physical damage Pierces the enemy, with a 30% chance to inflict poison for 2 turns Weighs down the target, with a 30% chance to decrease Combat Readiness by 20%.
Also has the effect of your target going unconscious for one round (10%)
Bleeding effect every 2 rounds (10%) but you level up goes up by (5%)
Bleeding 0.1 damage every minute your target also you gain one heal point
When CHA Max is out you can have 90% Chance to inflict poison for 5 turns weights down the target with a 60% chance to decrease chance to decrease combat Readiness by 40% Gain the ability to impervious to fire after level 7 anything like Class
- Blood Drain. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction. Its temporary hp can’t exceed half its maximum hp. If the ooze takes radiant damage, this trait doesn’t function at the start of the ooze’s next turn, although it retains any temporary hp it previously gained.
Blood Moon Slime Traits
Being neutral GoodBlood Tentacle
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 6) bludgeoning damage, plus the target must succeed a DC 15 Athletics check or be pulled into the Blood Moon slime space, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained.
Previous Versions
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2/12/2023 8:32:30 PM
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