Medium Undead, Any Alignment
Armor Class 14
Hit Points 312 (48d8 + 96)
Speed 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
16 (+3)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws WIS +7, CHA +5
Skills Investigation +7, Medicine +7, Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Passive Perception 17
Languages Only languages the Victims knew in life
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Absorb Blood. When a creature that is capable of bleeding takes slashing damage from the Blood Spawn, the Blood Spawn deals an additional 2d8 (+1d8 per size above medium; see Siphon Blood) necrotic damage and heals for the same amount of necrotic damage dealt. (Included in attack descriptions.)

 

Actions

Masquerade of Life. The Blood Spawn enters the corpse of a recently deceased beast or humanoid that was capable of bleeding. It then proceeds to animate and control the body from inside it. While in this form, the Blood Spawn has the following changes; Replace its Strength, Dexterity and Constitution scores with that of the host body. 

Multiattack.  The Blood Spawn makes three Bleeding Edge attacks.

Bleeding Edge. Melee Weapon Attack: +8 to hit, reach 5 ft, one creature. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage plus 4 (1d8) necrotic damage per size above medium. Additionally, the Blood Spawn heals for the same amount of necrotic damage dealt.  

Siphon Blood (Recharge 5-6). The Blood Spawn magically pulls on the blood of all living creatures within a 30 ft radius of the Blood Spawn. Each creature must succeed on a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a successful one. If a creature lacks blood within its body, it automatically makes the save. If this attack deals 50 damage or more on a single turn, the Blood Spawn increases by one size category up to a maximum of Huge. 

 

Reactions

Exchange Blood. When a Blood Spawn sees another allied Blood Spawn take damage within 30' of it, it may give the allied Blood Spawn some of its own blood. The Blood Spawn that uses this reaction takes 2d8 poison damage that can't be reduced in any way. The allied Blood Spawn regains 2d8 hit points. 

Description

Created by the pain and anguish of a massacre, a Blood Spawn rises from the pools of blood spilled by over a dozen individuals slaughtered in a horrific and gruesome incident. The Blood Spawn retains the collective memories of all the individuals unjustly killed in the massacre from which it was created. 

Appearance. A Blood Spawn is a puddle of blood capable of animating itself into a humanoid shape. Its exterior layer of blood is congealed in such a way to create a "skin". This skin ensures it doesn't leave behind any blood as it moves. 

Paying Debts. The Blood Spawn will have the same collective alignment as those killed in the incident. Regardless of alignment, it will strive to complete one act of kindness for each individual killed by the incident; such as informing one of the victim's loved one's of the victim's untimely demise. The Blood Spawn will focus on nothing else but completing these tasks.

Personas. While a Blood Spawn has the memories of all of the incident's victims, it will typically choose to adopt the personality of one of the victims and, if possible, enter that same victim's body to use as its own. A body entered this way will slowly heal from any wounds or decay that was initially present in the body. Over the course of several weeks, the body will be healed to the point that it is indistinguishable from the original living individual.

The more time a Blood Spawn spends in its new body, the more it believes that it actually is the original victim of the incident. Eventually, the Blood Spawn will entirely believe that it is the individual and will try to resume living the life that individual had. 

Blood Kin. When a Blood Spawn is created, it seeks to create more of its kind. It does so by spending several days at the location of the incident where it will create an additional Blood Spawn from the body of each victim (see Manifest Blood Spawn in Lair Actions). All of the Blood Spawn created from the same incident share a familial bond and they will all work together to complete their collective debts. 

Lair and Lair Actions

Site of Massacre. The original location where a Blood Spawn is created is treated as its lair if it stays at that location for at least 2d4 days. 

Lair Actions

On initiative count 20, the Blood Spawn takes a lair action to cause one of the following effects; the Blood Spawn can’t use the same effect two rounds in a row:

  • If a humanoid who can bleed has died within the Blood Spawn's Lair, the Blood Spawn can take the following action; Manifest Blood Spawn. The blood of a slain humanoid exits its body and becomes a new Blood Spawn. A Blood Spawn created this way takes its turns separately from the original Blood Spawn and rolls for its own initiative. It also can't move or take actions until the next round. Lastly, the newly created Blood Spawn starts with only half of its hit point maximum. 

Regional Effects

The region around a Blood Spawn's lair is is imbued with an aura of bloody carnage. The following effects take place in a half mile radius around its lair. 

  • The ground is heavily saturated with blood and noticeably oozes out blood when stepped on.
  • Corpses of any creature that died within the region do not rot nor decay. Instead, all corpses maintain an appearance of being freshly killed. 

If the Blood Spawn dies or leaves it lair for more than 1d4 days, these effects fade over the course of 2d4 days.

Monster Tags: undead

LeviasThanarok

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