Regeneration. The blood guardian regains 25 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. The guardian makes two Pseudopod or Engulf attacks.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 6 (1d6+3) bludgeoning damage and if the target is a Large or smaller creature, it is grappled (escape DC 13).
Engulf. Melee Weapon Attack: The guardian attempts to engulf a creature it has grappled. The creature must make a DC 13 Strength save or be restrained. While restrained, the restrained creature may take an action to attempt to escape the grapple and restrained condition. At the end of its turn, the restrained creature takes 7 (1d6) acid damage and must make a DC 13 Wisdom save or be paralyzed until the end of its next turn.
Description
Formed from the blood of the Bandit Queen's enemies (or victims, if you prefer), a blood guardian has the appearance of a giant mass of semi-congealed blood, some 15 feet in diameter. It reeks of the stench of old blood.
Comments