Medium Construct
Armor Class 15
Hit Points 310 (35d12 + 45)
Speed 30 ft., Swim 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Blindsight 20, Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Super Conductor: The Blood Constructs body is constantly boiling, and as such any attempts to grapple will force burn damage on the target attempting the grapple. As well, the Blood Construct dosen't take immediate damage from fire attacks, instead they speed up its evaporation process. 

Boiled Over: Due to the massive heat the BC gives off, its body slowly evaporates, taking 8 damage per turn. If the BC takes any fire damage, this number jumps up to 16 per turn for 1d4 turns.  

Actions

Bloodnet. Melee Weapon Attack: +6 to hit, reach 15 ft., 5 targets. Hit: 4 (1d6 + 4) slashing damage. The targets must make a DC16 dexterity or strength saving throw to not be restrained. 

The BC can attack twice with its blood saw. 

Bloodsaw. Melee Weapon Attack: +4 to hit, reach 15 ft., two targets. Hit: 4 (6d4 + 4) slashing damage. If the caster hits a target, they regain the damage dealt to the target. If a target is hit three times with this attack, they take a take a level of exhaustion, up to 2 levels. 

 

Boiling Blood. Cone Attack: (4d6+6) fire damage

Reactions

Hot Streak. As a reaction, the Blood Construct can form a tentacle of blood and attack after being hit. Roll 2d4 and that is the total 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

The blood constructs body is a dark red mass of oozing blood, steaming slightly at all times as its body super heats its materials, allowing for deadlier damage and grabs. 

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.

SparingAxis

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