Huge Undead, Chaotic Evil
Armor Class 14 Blood lairs
Hit Points 148 (20d10 + 40)
Speed 25 ft., Climb 25 ft.
STR
26 (+8)
DEX
13 (+1)
CON
28 (+9)
INT
1 (-5)
WIS
16 (+3)
CHA
1 (-5)
Damage Immunities Cold, Lightning, Necrotic, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 100 (blind beyond this radius), Passive Perception 14
Languages Infernal ,bloody moon Understand languages it knew in life but can't speak.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amorphous. The Blob can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the Blob or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.

The Blob can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Blood layers. Blob gains 1 AC and 40 max health per creature killed

Spider Climb. The Blob can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Split. When a Blob that is large or huge is subjected to lightning or slashing damage, it splits into two new Blob if it has at least 10 hit points. Each new Blob's has hit points equal to half the original Blob's, rounded down. New Blob's are one size smaller than the original Blob.

Blood stealer. Blob gains blood point's for half of the necrotic damage he does and can uses this point's into the Blood Power, Blob make's every 10 Point's into blood bolls that orbit above him, Blob can only have 4 balls of blood.

Blood power. None of this power can stack whit each other.

 
Blood ball: 20 blood, magic ranged, +9 to hit, 30ft, one target, 35 (4d8+3) necrotic damage.

Blood extra layer: 15 blood, Blob gains 45 (4d10+5) temporal hit points

Blood pit: 10 blood, A pit of blood of 45ft to 45ft where Blob can hide in it, its dificult terrain and everyone that end their turn on it suffers 22 (4d8+6) necrotic damage, when Blob hides inside the blood his real body stays in a place where only the D&D knows it can still moving tho, and Blob can attack on the entire surface of the blood.

Blood absorb. 25 blood, Blob heals 15 hit points for 1 minute.

 

Actions

Pseudopod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (4d6 + 3) bludgeoning damage plus 48 (6d8) necrotic damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Description

Blob Its a lot of haimted blood, to know how strong it is, you have to count all the layers up to the nucleus and to know its age you have to see how qualified it is, Blob´s are created in a ritual where a womanizing man is sacrificed hanged and bleeding out on a Bloody moon, their skin and flesh will fall and it will turned into a Meat Bat, their blood into the Bloody Blob, and their skeleton will revive and look into the bloody moon burning it's eyes turn it into a Vigilant.

Khrat05

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