Medium Monstrosity, Chaotic Evil
Armor Class 16 studded leather, shield
Hit Points 66 (12d8 + 12)
Speed 30 ft., (10ft if missing a leg)
STR
12 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
15 (+2)
WIS
7 (-2)
CHA
18 (+4)
Saving Throws CON +3, WIS +0
Skills Deception +6, Insight +1, Persuasion +6
Damage Vulnerabilities Psychic
Damage Resistances Necrotic, Radiant
Condition Immunities Charmed, Frightened
Senses Passive Perception 8
Languages Celestial, Infernal, one national language
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Bloody Inspiration. As a bonus action, the blood-
bonded can inspire an ally within 30 feet to an enraged
state of bloodlust for one minute. These followers gain
5 temporary hp, resistance to bludgeoning, piercing, and
slashing damage, and vulnerability to psychic damage.
All attacks made by the bloodbonded followers are
reckless, gaining advantage to hit enemies but granting
enemies advantage to hit them in turn.

Resolute Followers. Allies of the bloodbonded within
60 feet of it have advantage on Charisma and Wisdom
saving throws.

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6+1)
bludgeoning damage.

Rage Bomb (2/Day). As a bonus action, the bloodbonded
can infuse one of its bloodbonded followers who is under
the effects of Bloody Inspiration with a fatal fury. This magic
causes the follower to foam bloodily at the mouth. If the
follower is not slain before the start of the bloodbonded’s
next turn, the follower dies and explodes in a shower
of superheated blood. Creatures within 10 ft. must make
a DC 14 Dexterity saving throw, taking 12 (2d8+3) fire
damage on a failure and taking half damage on a success.

Blood Boil. The bloodbonded targets a creature it can
see within 60 feet and utters words of madness. The target
must succeed on a DC 14 Constitution saving throw or
take 9 (2d8) fire damage as its blood superheats. The
bloodbonded must be able to speak to use this ability.

Reactions

Loyal Followers. When a bloodbonded would take
damage from a melee or ranged attack it can see that targets
only the bloodbonded, it can use its reaction to call on one
of its followers within 5 feet to take the damage instead.

Description

Disheveled Priests. A bloodbonded, at first glance,
appears as an acolyte of an Arch Seraph whose vestments
and robes are in disrepair. A closer look reveals a maimed
body covered in pulsing red markings, generally missing
an arm or even a leg. Angelic markings on the skin are
replaced with nonsensical runes and patterns, meticulously
scrawled in overlapping ways.

Justice Misled. Bloodbonded are the unique consequence
of one of the Arch Daemon Venin’s more elegant deceptions.
Sometimes, when a particularly prayerful penitent
beseeches Arch Seraph Solyma for guidance, Venin
answers. The penitent, believing they hear the call of
their angelic lady, drinks deeply of the cup of pride
that they alone can hear the words of Solyma.

Irredeemable Apostates. Inevitably, Venin’s twisted
words demand horrible deeds: dark murder under the
guise of justice, humanoid sacrifice under the veil of
restoring balance, or self-mutilation as a penance for sins.
Venin then reveals his lies to seal the fate of the deceived.
Sometimes, these cheated creatures become devotees
of Venin, seeing in his tricks the power they sought in
justice. Others are torn by their misplaced devotion,
renouncing the dark acts and terrible deeds too late.
They lose their humanity and the divine powers they
were once the sacred (or profane) keepers of.

Manipulative Leaders. The bloodbonded are mad,
twisted, and hungry for the power and direction. To regain
that power, they promise other desperate souls happiness,
power, or vengeance. They gather a cult of the gullible,
desperate, or weak, dominating the common folk and
making ever-greater demands on their lives and sanities.

Running on Empty. The power of the bloodbonded
comes from their own lifeblood and the residue of power
left there by the enchantments they willingly bore and so
suddenly renounced.

Salvage
Bloodbonded still possess the damaged and scarred
remnants of their past devotions. When a bloodbonded
dies, its blood still pulses and gives off light as it did when
it was alive. One vial of this blood can be harvested from
a single bloodbonded with a successful DC 10 Wisdom
(Medicine) check. Drinking it within one day causes the
user to be under the effect of a bless spell. When the spell
ends, the user suffers one level of exhaustion.

DC 10 Intelligence (History): Bloodbonded are
victims of their own foolish choices, worshipping false
gods and then being driven mad by the ruse.
DC 15 Intelligence (Arcana): Bloodbonded use their
followers as weapons, even causing them to explode in a
wave of fiery blood, which damages nearby creatures.

Ionicle99

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