Medium Ooze, Chaotic Evil
Armor Class 10 Natural
Hit Points 18 (5d6)
Speed 15 ft.
STR
12 (+1)
DEX
11 (+0)
CON
10 (+0)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws CON +2
Damage Resistances Cold, Lightning
Damage Immunities Poison
Senses Darkvision 60 ft, Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Corrupted Blood.  If a creature takes poison damage from one of this creature's attacks, that creature must make a DC 16 Constitution saving throw or become poisoned. While poisoned by this feature, at the start of each of the afflicted creature's turns it takes 3d4 + their constitution score (Yes the afflicted's Con score, as their blood begins to fight against them) poison damage. If the afflicted's Hp drops to 0 (While they are poisoned) they die and become a "Blood Zombie" (See Blood Zombie for details). If the afflicted creature survives for 24 hours without curing the condition, they must then make a DC 18 wisdom saving throw or become mad unable to discern friend from foe, becoming a "Blood Driven" (See Blood Driven for details). This is now a greater curse as the afflicted's blood becomes fully corrupted. If the creature succeeds the save then they do not become a Blood Driven and they lose the effects of Corrupted Blood but their blood is still fully corrupted, this is now considered a greater curse. Creatures who have fully corrupted blood, their blood is now toxic and any creature who consumes the blood must make the saves against Corrupted Blood. A vampire however or any other undead who consumes it instantly becomes a "Blood Driven" no save. Creatures with fully corrupted blood also now has access to the Blood Hunter sub-class "Order of the Corrupted" (See Order of Corrupted for details)

 Bloodied Bark. While the Blood Maw is inside of a tree, this creature's AC becomes 13 and it's speed 0.

Amorphous. The Blood Maw can move through a space as narrow as 1 inch wide without squeezing.

Actions

Lashing. The Blood Maw lashes out with a tendril made from blood
Melee Weapon Attack: +4 to hit, reach 10 ft., single target. Hit: 5 (1d8)                                [Bludgeoning] + 7 (2d6) [Poison] damage. On hit, Target creature is Knocked Prone and Grappled.

Blood Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Single target., Hit: 5 (1d8) [Piercing] + 7 (2d6) [Poison] damage.

Blood Skewer. Ranged Weapon Attack:  +4 to hit, reach 15 ft., Single target. Hit: (1d6) piercing damage + 4 poison damage.

 

Bonus Actions

Bloody Tree Stride. As a Bonus Action- The Blood Maw slips into a tree within it's movement speed. The tree dies and begins to bleed.

Reel. As a Bonus Action-  The Blood Man can pull a large or smaller creaure it is grappling 5 ft. towards it's self.

Reactions

Blood Spine. Upon being struck by a melee attack from a creature within 5 ft of this creature, the attacking creature must make a DC 15 Dex save or take 4 (1d6) piercing + 4 poison damage.

Description

A Gelatinous mass of dissolved flesh and corrupted blood. Formed when a creature with Corrupted Blood devours too much blood and is completely dissolved and broken down until it is puddle of blood and bone shards. Within the mass are sharpened bone shards arranged in a fashion to resemble rows of teeth. The blood itself takes on sentience and is what drives the Blood Maw with the sole purpose of adding more flesh and blood from other living creature to it's mass. This creature spends most of it's time borrowed into trees waiting for its next victim to stroll by before lashing out with tendrils, that it protrudes from itself in order to ensnare prey then bite into them and consume.   

Previous Versions

Name Date Modified Views Adds Version Actions
5/19/2022 8:28:03 PM
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Habitat: ForestSwampUnderdark

DarthZaine

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