Medium Monstrosity
Armor Class 14
Hit Points 48 (6d8 + 20)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Puss fermentation. Upon death, the blood boils body has no way of digesting the puss that is fermenting in its stomach so it quickly reaches a tipping point at which the blood boil explodes. Everyone within 15ft. must succeed on a DC12 dex saving throw or suffer 1d8+4 acid damage. (Half damage with a successful save)

Actions

Puss strike. The blood boil prepares for this attack by running towards a mass of people until it reaches the ideal striking distance, then tenses up into a ball, and squeezes out every boil that was ready to pop. Everyone within 15ft must succeed on a DC12 dex saving throw or suffer (4d6 +4) acid damage. (half damage with a successful save).

Bite. The blood crawler launches itself at you and attempts to bite off a piece of your flesh. Attack: +2 to hit, 5ft., one target. Hit: 3 (1d8 + 3) and roll a DC14 constitution save to see if you get poisoned. (Disadvantage on attack rolls and ability checks) 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
6/4/2023 11:34:00 AM
4
1
--
Coming Soon
GMWorlds

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