Tiny Aberration, Neutral Evil
Armor Class 24
Hit Points 17 (2d20 + 6)
Speed 120 ft.
STR
14 (+2)
DEX
24 (+7)
CON
16 (+3)
INT
1 (-5)
WIS
14 (+2)
CHA
3 (-4)
Saving Throws STR +6, DEX +11, CON +7
Skills Stealth +20
Damage Vulnerabilities Cold, Lightning
Damage Resistances Piercing
Damage Immunities Bludgeoning, Fire, Necrotic, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 21
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Amorphous. A Blood Horror can move through a space as small as one inch without squeezing.

Vampiric. Any damage that a Blood Horror does to a creature is immediately absorbed by the Blood Horror.

Blood Sense. A Blood Horror can find any source of blood within 150 feet without error. If a creature has no blood, the Blood Horror will be unaware of it, though it will flee if it is attacked by such a creature.

Enlarge Self. Each time a Blood Horror's HP doubles, it increases one size category. Each time it increases size it increases its Strength score by 2 and reduces its Dexterity score by 2. If the Horror is inside a creature at the time, that creature must make a Constitution Saving Throw (DC 12+3 per size category above Tiny) or explode.

Self Preservation. Whenever a Horror is inside a victim it will escape explosively if the victim takes [slashing] or [piercing] damage. The escaping Horror burrows through skin and viscera for 15 (2d10 + 5) [slashing] damage while also pushing the victim 10 feet and knocking them prone.

Lightning Vulnerability. Any time a Blood Horror takes [lightning] damage, it loses some cohesion, inhibiting its ability to change size until the end of its next turn.

Cold Vulnerability. Any time a Blood Horror takes [cold] damage, various parts of its body freeze, inhibiting its movement. It can only move at one quarter its speed until the end of its next turn.

Actions

Invade Host. Melee Finesse Weapon Attack: +11 to hit, reach 5 ft., 1 target. If the Horror hits with this attack it immediately invades the body of its victim allowing it to automatically hit with its Blood Feast Action.

Blood Feast. The Horror begins to gorge itself on the blood of the victim for 15 (5d4 + 5) [piercing] damage. 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This floating globule of blood seems totally inert until it senses a source of blood. At that point it will attempt to drain that source of blood by any means necessary.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Cylenius

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