Medium Or Small Undead, Typically Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 5 (1d8)
Speed 20 ft.
STR
17 (+3)
DEX
16 (+3)
CON
9 (-1)
INT
9 (-1)
WIS
11 (+0)
CHA
6 (-2)
Senses Blindsight 10ft., Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Blood Tentacle Attack. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d4) [bludgeoning] damage. 

Bone Spike. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2 (1d4) [piercing] damage.

Description

This entity emerges from either the ingestion of tainted food or by some other means determined by the DM.

Stages of Affliction:
1st stage: weakness and indigestion.
2nd stage: unconscioussness and vomiting.
3rd stage: vomiting blood unconscioussness.
4th stage: comatose state.
5th stage: Their insides begins to crawl out of their bodies emerging from the mouth tearing it wide open as a blood vessel entity with veins and muscle/tendons on its exterior, a wet red looking entity.

The blood entities are deaf, blind, and mute. but have a 10ft. blindsight, attacking things that hit them or are nearby them as they squidge about after emerging.

They have 2 attacks: a deformed muscular tendril (1d4 bludgeoning) or a bone spike (1d4 piercing, usually tooth tipped or some small bone).

They have no skeletal structure.

They have a maximum of 43 hit points but emerge with only 11. The longer they exist outside of the body their hit points slowly rise, unless they are damaged of course. (DM discretion for rate of regeneration and method)

Previous Versions

Name Date Modified Views Adds Version Actions
3/23/2023 5:05:01 PM
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DonnaBoom

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