Gargantuan Construct, Chaotic Evil
Armor Class 17
Hit Points 325 (26d12 + 156)
Speed 50 ft.
STR
24 (+7)
DEX
19 (+4)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws STR +13, DEX +10, CON +12
Skills Athletics +13, Insight +10, Intimidation +12
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft, Passive Perception 13
Languages All
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Empowered Attacks. The Blood Exemplar's attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.

Razor Cloak. A creature takes 17 (5d6) magical slashing damage if it touches the Blood Exemplar or hits it with a melee attack while within 10 feet of it. Nonmagical weapons that hit the Blood Exemplar are destroyed by razors immediately after dealing damage to it.

Fear Aura. Any creature that starts its turn within 20 feet of the Blood Exemplar must make a DC 19 Wisdom saving throw. On a failed save, the creature is Frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Blood Exemplar's Fear Aura for the next 24 hours.

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

Magic Resistance. The Blood Exemplar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Blood Exemplar makes one blood scythe attacks and one pain spines attack.

Blood Scythe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) slashing damage and regains HP equal to half the damage dealt (rounded down).

Pain Spines. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 22 (6d4+7) piercing damage and the spines are imbedded in the creature. A creature with spines imbedded in it has Disadvantage on any Saving Throw until the spines are removed as an action.

Summon Swarm of Stirges (1/Day). The Blood Exemplar summons up to three swarms of striges and loses 30 hit points for each swarm it summons. Swarms of Striges have maximum hit points, appear within 100 feet of the Blood Exemplar, and disappear if the Blood Exemplar is reduced to 0 hit points.

Legendary Actions

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

Sanguine Recall. The Blood Exemplar calls to the blood flowing inside each creature within 300 feet of it. Each creature in the area that has blood takes 9 (2d8) necrotic damage and the Blood Exemplar regains an amount of HP equal to the total damage dealt.

Teleport (Costs 2 Actions). The Blood Exemplar magically teleports up to 120 feet to an unoccupied space it can see. Anything the Blood Exemplar is wearing or carrying is teleported with it.

Blood Bending (Costs 3 Actions). The Blood Exemplar takes control of one creature it can see within 30 feet of it. The target must make a DC 19 Constitution or Strength saving throw. On a failed save, the target moves its speed towards another creature of the Blood Exemplar's choosing. It then takes an Attack action against that creature.

Lair and Lair Actions

Screams of pain echo through the chamber as the walls and floor grow slick with the blood of those that suffer at the Blood Goddess' command. The heavy smell of iron and viscera in the air is enough to make even the strongest stomach turn. Who knows what horrors are hidden in this lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Blood Exemplar takes a lair action to cause one of the following effects; the Blood Exemplar can’t use the same effect two rounds in a row:

  • Rivers of blood flow toward 1d6 creatures that the Blood Exemplar can see within 120 feet of it. Bloody claws reach from these rivers and force the creatures to succeed on a DC 19 Strength or Dexterity saving throw or be grappled or knocked prone. The claws have an AC of 15 and 10 HP.
  • A cloud of crimson mist fills a 20-foot-radius sphere centered on a point the Blood Exemplar chooses within 120 feet of it. The cloud spreads around corners and remains until the Blood Exemplar dismisses it as an action, uses this lair action again, or dies. The cloud is heavily obscured. Any creature in the cloud when it appears must make on a DC 19 Constitution saving throw or spend its next action that turn retching and reeling. Creatures that don’t need to breathe or are immune to necrotic damage automatically succeed on this saving throw. A creature that ends its turn in the cloud must also make the saving throw.
  • Any creature within 120 feet of the Blood Exemplar that can see or hear and has killed something within the last year is assaulted by bloody visions of the people they have killed. The affected creature must make on a DC 19 Intelligence or Wisdom saving throw or take 10 (3d6) psychic damage and be unable to move on its next turn.
SirChipMcDip

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