Medium Aberration (Any Race), Chaotic Evil
Armor Class 18 natural
Hit Points 102 (10d12 + 48)
Speed 35 ft., Fly 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
18 (+4)
CHA
7 (-2)
Saving Throws STR +10, DEX +7, WIS +8
Skills Acrobatics +4, Insight +6, Medicine +10, Perception +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Tremorsense 5 ft radius, centered on themselves, Passive Perception 16
Languages Infernal learned from the devils that visited Barovia during King Barov's reign any one language (usually Common)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Prime Blood Curse of Binding (3/Day). As a bonus action, the crimson prime targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blood Frenzy. The crimson prime has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Innate Spellcasting (1/Day). The crimson prime can innately cast hex and false life. Its innate spellcasting ability is Intelligence.

Magic Resistance. The crimson prime has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The crimson prime attacks three times, two crimson claws and one crimson spine or vice versa. 

Crimson Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4 (1d6) slashing damage plus 10 (3d6) necrotic damage. The attack heals the crimson prime for half of necrotic damage.

Crimson Spine. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 11 (2d10 ) piercing damage. The target must make STR saving throw (16) or be pulled towards the target by 15 ft. 

Marrow Howl. (Recharge 9-10) The crimson prime makes a scream, howling from the hallow blood bones that are morphed into the body, creatures within 15 ft. must make CON save (16) or be stunned until the end of its next turn. 

Bonus Actions

Blood Vigor. Once a day, the crimson prime can gather the nearby droplets and pools of blood within a 15 ft circle, centered on themselves, and magically heal themselves for 1d6 per wounded creature (includes themselves). However once used, it does remove the remaining blood from the ground for additional uses. 

Description

A grotesque humanoid that has fangs that are too large for their mouth, dripping blood due to the constant expanding pain on the gum. A shrivel voice escapes with each exhale of its pain and lack of sustenance. The only color is the crimson red as its body lays dull. Blood runes carved into the skin and despite looking frail, they are quite deadly with their speed, weaponry and ancestral abilities regarding blood. Eyes are bloodshot with decay color at the frills, skin that grown grey, similar to the cave color. 

Monster Tags: humanoidaberration

Habitat: Mountain

ZorenAether

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