Large Fiend (Demon), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 253 (16d12 + 128)
Speed 50 ft.
STR
12 (+1)
DEX
22 (+6)
CON
26 (+8)
INT
22 (+6)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +12, CON +14, INT +12, WIS +11
Skills Stealth +16
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Grappled, Poisoned, Restrained
Senses Darkvision 120 ft., Passive Perception 15
Languages Abyssal, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The blood demon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The blood demon's weapon attacks are magical.

Blood Frenzy. When the blood demon drops a creature to 0 HP, the blood demon gains advantage on all its attacks until the end of its next turn.

Bloody Split. When the blood demon is subjected to slashing damage, it immediately splits in two. The HP remaining is split evenly between the two new forms and their size is medium. If this new size is dealt slashing damage, repeat as above, new size is small.

Evasion. If the Blood Demon is subjected to an attack that requires it to make a DEX saving throw that it can see, it takes no damage on a successful save and half as much damage on a failed save.

Actions

Multiattack. The blood demon makes two attacks with its tendrils. The blood demon may substitute a tendril attack with a blood siphon instead on a grappled creature.

Slam. +11 to hit. On hit: 2d6 acid damage and the target is grappled and restrained. DC 20 Athletics or Acrobatics to escape.

Life Siphon. +11 to hit. On hit: 8d6 acid damage and the blood demon heals half the damage dealt to the creature. A creature reduced to 0 HP in this way dies, as the acidic blood eats away flesh, blood, and bone. The blood demon may only use this attack on a grappled creature.

Hemo-Puppet. As a bonus action, the blood demon thrusts another tendril into a target up to 60ft away. The target must succeed on a DC 19 CHA save or become an agent of the demon, the demon does not have access to any of the creature's spells if it can cast any, innate abilities, or class features. The blood demon can only cause the creature to move, attack, or take the help, dodge, and dash actions. The target may repeat this saving throw at the end of their turn, breaking the blood demon's hold on a success. The blood demon may have up to two creatures affected in this way.

Teleport. The blood demon magically teleports, up to 120ft away, along with anything it is carrying or grappling.

Monster Tags: Demon

Jhayx

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