Armor Class
16
Hit Points
75
(10d10 + 20)
Speed
40 ft.
STR
20
(+5)
DEX
10
(+0)
CON
13
(+1)
INT
7
(-2)
WIS
10
(+0)
CHA
2
(-4)
Saving Throws
STR +7, CON +3
Skills
Intimidation +17
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities
Blinded
Senses
Blindsight 70 ft., Passive Perception 9
Languages
--
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Blood Form. The Blood Elemental can turn into a pool of blood making it a DC 18 Intelligence (Investigation) check to figure out its alive
Actions
Blood Steal. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 13 (3d6 + 2) necrotic damage. Then the Blood Elemental heals half of the damage dealt.
Blood Thorn. Melee Weapon Attack: +5 to hit, reach 10 ft., 2 targets (if they are lined up correctly). Hit: 16 (2d10 + 5) piercing damage.
Boiling Spit. Ranged Weapon Attack: +4 to hit, range 25/50 ft., 1 target. Hit: 15 (2d6 + 8) fire damage.
Bonus Actions
Morph. Morphs into any shape.
Reactions
Morph. Morphs into any shape.
Description
A being made of blood it's normal state has large teeth and thick legs.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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10/26/2022 3:46:28 AM
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4
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1
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Coming Soon
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