Liquid Form. The Bloodnado can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Unceasing Thirst. Aura,10 ft radius. The draw of the Bloodnado's thirst is so powerful that it drains nearby creatures of their vital fluids. Whenever a creature moves within 10 ft of the Bloodnado for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw. On a failure, the creature takes 2d8 necrotic damage. On a successful save, the creature takes half of the damage. Regardless of the result of the save, the Bloodnado gains hit points equal to half of the damage dealt.
Multiattack. If Engulf is unavailable, the Bloodnado makes two Sanguine Tendril attacks. Sanguine Tendril. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 6 (1d4 + 3) necrotic damage. Whelm (Recharge 4-6). Each creature in the Bloodnado's space must make a DC 15 Strength saving throw. On a failure, a target takes 12 (2d8 + 3) bludgeoning damage and 8 (1d8 + 3) necrotic damage. If it is Large or smaller, it is also Grappled (escape DC 15). Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the Bloodnado's space. The Bloodnado can grapple two Large creature or up to four Medium or smaller creatures at one time. At the start of each of the Bloodnado's turns, each target Grappled by it takes 12 (2d8 + 3) bludgeoning damage and 8 (1d8 + 3) necrotic damage. A creature within 5 feet of the Bloodnado can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.