b'Terrible Hybrid Thing \n'b'  Large   aberration ,  chaotic evil  \n'b'\n'b'  Armor Class  16 (natural armor)  Hit Points  216 (16d10 +128)  Speed  30 ft., fly 50 ft.\n'b' STATS STR: 22 (+6) DEX:  14 (+2)  CON:  26 (+8)  INT:  14 (+2)  WIS:  17 (+3)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills  Acrobatics +6, Perception +11, Religion +6, Stealth +10, Survival +7  Damage Immunities  cold  Condition Immunities  charmed  Senses  darkvision 60 ft., passive Perception 21  Languages  Aklo, Common  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Bloodlust . The hybrid thing has advantage on melee attack rolls against any creature that doesn\xc3\xaf\xc2\xbf\xc2\xbdt have all its hit points. \n'b'  Blood Pool . When a creature is reduced to 0 hit points within 30 feet of the hybrid thing, it gains 2 points in its blood pool. The hybrid thing can have up to 10 points in its blood pool. Spending a blood point is a bonus action. Spending a blood point grants the creature any of the following benefits: * 1 points: An additional action, as per a fighter\xc3\xaf\xc2\xbf\xc2\xbds action surge. A hybrid thing starts combat with 1d4-1 blood points. \n'b'   1 points : The hybrid thing can cast blood to sap (see below). \n'b'  2 points : The effects of the heal spell. \n'b'   Blood to Sap . The hybrid thing causes the blood of one creature within 60 feet to thicken in its veins, causing the target to take 28 (8d6) poison damage and become poisoned with excruciating pain for up to 1 minute, as long as the hybrid thing continues to concentrate. If the target succeeds on a DC 18 Constitution saving throw, it takes half as much damage and is not poisoned. Creatures poisoned by this effect have their speed halved. This ability has no effect on creatures without blood. \n'b'  Low Metabolism . While a hybrid thing craves blood if it has not fed within the last 24 hours, it does not suffer any negative effects from starvation, and it can, in theory, survive forever without drinking or feeding. It is immune to effects that induce magical starvation or thirst, yet it still seeks to drink blood whenever it can to sate its desire. \n'b'  No Breath . Hybrid things do not require air to breathe. \n'b'  Starflight . A hybrid thing can survive in the void of outer space, and it flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes it 3d20 months, while trip beyond normally takes it 3d20 years (or more, at the GM\xc3\xaf\xc2\xbf\xc2\xbds discretion)\xc3\xaf\xc2\xbf\xc2\xbd provided the hybrid thing knows the way to its destination. \n'b'  Strange Mind . A hybrid thing is immune to the spell confusion and madness. \n'b'  Yellow Sign Affinity . A hybrid thing is immune to the effects of the Yellow Sign, and as an action, it can locate the nearest active Yellow Sign as per locate object with a range of 1 mile. When a hybrid thing begins its turn with 1 or more hit points and it can see an active Yellow Sign, it regains 2 hit points and it has advantage on any Dexterity saving throw against effects it can see until the beginning of its next turn. An active Yellow Sign is either one that was created by Hastur or by the Yellow Sign spell. Inactive Yellow Signs, such as the unholy symbols carried by cultists of Hastur, do not bolster a hybrid thing, but these creatures generally treat those who openly wear such symbols as allies. A character who displays a Yellow Sign in this manner has advantage on Charisma (Deception, Intimidation, and Persuasion) checks against a hybrid thing. \n'b'  Actions \n'b'   Multiattack . The hybrid thing makes three attacks: once with its bite and and twice with its claws. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 16 (3d6 + 6) piercing damage, and the target is grappled (escape DC 14). The hybrid thing may use Blood Drain as a bonus action. \n'b'  Claws .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 19 (3d8 + 6) slashing damage. \n'b'  Blood Drain . A creature grappled by the hybrid thing loses 10 (3d6) hit points due to blood loss. This effect does not function against constructs or creatures without blood \n'b'  Reactions \n'b'   Caustic Blood . As a reaction to being damaged, the hybrid thing can bleed on the attacker, dealing 10 (3d6) acid damage.'