Huge Fiend, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
5 (-3)
WIS
8 (-1)
CHA
3 (-4)
Saving Throws DEX +6, CON +10, WIS +4, CHA +1
Damage Vulnerabilities Slashing
Damage Immunities Acid, Bludgeoning, Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Grappled, Poisoned
Senses Blindsight 120 ft., Passive Perception 22
Languages Abyssal Abyssal. Can understand but not speak the language of whatever summoned it
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amorphous. The Hemorrhage can fit through a 1 inch space

Legendary Resistance (3/Day). If the haemorrhage fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Hemorrhage can use its Sickening Presence. It then makes three attacks: one with its debris and two with its pseudopod

Debris. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) necrotic damage.

Pseudopod. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Maw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and (3d6.+2) necrotic damage.

Sickening Presence. Each creature of the dragon's choice that is within 120 feet of the haemorrhage and aware of it must succeed on a DC 16 Wisdom saving throw or become sickened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the haemorrhage's Sickening Presence for the next 24 hours.

Toxic Expulsion (Recharge 5–6). The Hemorrhage releases poisonous gas in a 3p-foot sphere. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one on a hit this also has a chance to spawn one half health abyssal ichor on 5-6s.

Reactions

Split: upon taking slashing damage the Hemorrhage spawns an abyssal ichor with a half of the hit points equivalent to half the taken slashing damage

Legendary Actions

The Hemorrhage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Hemorrhage regains spent legendary actions at the start of its turn.

Sudden Shift. The Hemorrhage can move half it's movement, without taking attacks of opprotunity

Pseudopod attack. The Hemorrhage  makes a pseudopod attack

Spawn Ichor (Costs 2 Actions). The Hemorrhage creates two abyssal ichors

Description

When sudden tears between planes and the abyss open there is a small chance that the abyss will spill a massive pool of it's primordial chaotic lifeblood forming a huge form of the disgusting Abyssal Ichor known as an Abyssal Hemorrhage a massive writhing mass of dark sludge fluid amd debris. The Hemorrhage's only goal is to consume all around them turning all in to a chaotic goop, making thema favorit of jubilex.

Lair and Lair Actions

Abyssal Hemorrhage's dwell wherever someone was foolish enough to tear open a hole into the Abyss. You can expect to experience effects similar to those of jubilex and his maddening consumption. Surfaces within a half mile of the hemmorage are covered with a slick, or sticky film of the same color as the Hemorrhage and smells of sulfur. You can expect to find the Hemorrhage to be surrounded by many Abyssal ichors.

 

Monster Tags: Demon

Habitat: Forest

CurvilinearCube

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