Medium Plant, Chaotic Evil
Armor Class 10
Hit Points 85 (10d8 + 40)
Speed 40 ft.
STR
14 (+2)
DEX
10 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws CON +7, WIS +5
Skills Perception +8
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Senses Darkvision 60 ft., Truesight 120 ft. (against creatures with blood), Passive Perception 18
Languages understands Sylvan but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Bond of Blood. The Crimson Seer is made from the corpse of a humanoid and bloodmoss growing in the well of a Bloodwell Guardian. Its head is the guardian's bloodpearl, and as long as its bonded guardian lives it cannot be reduced to 0 hit points.

In addition, the Crimson Seer shares its thoughts with its bonded guardian and refuses to leave its back.

Necrotic Absorption. Whenever the Crimson Seer is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.

Blood Reliance. Targets without blood automatically succeed on saving throws against the Crimson Seer's effects.

Actions

Multiattack. The Crimson Seer attacks twice with its Cruorwhip or Bloodbeam attack.

Cruorwhip. Melee Spell Attack: +7 to hit, reach 25 ft., one target. Hit: 11 (2d6+4) necrotic damage, and the target must make a DC 15 Constitution saving throw or roll a hit dice, taking additional necrotic damage equal to the roll plus the target's Constitution modifier. The hit dice rolled is expended, and the additional necrotic damage reduces the target's maximum hit points until it finishes a long rest.

Bloodbeam. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (1d12+4) necrotic damage, and the target must make a DC 15 Constitution saving throw or be Blinded until the end of their next turn.

Tides of Blood (Recharge 5-6). The Crimson Seer calls upon the essence of blood in a 60-foot radius sphere centered on its guardian. All creatures except for it within the sphere must make a DC 15 Constitution saving throw or be pulled 30 feet towards the guardian, landing Prone.

Hemotrauma (3/Day). The Crimson Seer forces a target within 5 feet of it to make a DC 15 Constitution saving throw. On a failure the creature gains Blood Rot. While afflicted by Blood Rot a creature must make a DC 15 Constitution saving throw at the end of each of its turns, gaining a level of Exhaustion on a failure. Exhaustion gained through Blood Rot cannot kill, and instead reduces a creature to 0 hit points when 6 levels are accumulated. The creature can be stabilized but not healed until the Blood Rot is cleansed. A Greater Restoration cannot cleanse Blood Rot but does remove twice as much exhaustion as normal against it. Blood Rot is cleansed when the Crimson Seer that caused it dies.

Undeen

Comments

Posts Quoted:
Reply
Clear All Quotes