Huge Construct, Neutral
Armor Class 15
Hit Points 137 (13d12 + 49)
Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
5 (-3)
WIS
8 (-1)
CHA
1 (-5)
Damage Vulnerabilities Cold
Damage Resistances Slashing
Damage Immunities Acid, Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

 Acidic Blood. A creature that hits the slime with a melee attack while within 5 feet of it takes 5 (1d10) acid damage

Burst. If damage reduces the slime to 0 hit points, each creature within 20 feet of it must make a DC 17 dexterity saving throw, taking 10 (2d10) acid damage on a failed save, or half as much damage on a successful one.

Actions

Multi attack. The Blood Reaper can make two claw attacks or 4 tendril attacks.

Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing and 5 (1d10) necrotic damage. The Blood Reaper also regains 3 (1d6) hit points.

Wave Of Blood (recharge 5-6). The Blood Reaper swings the lower half of it's body, releasing a wave of blood in a 40 foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 62 (11d10) acid damage on a failed save, or half as much damage on a successful one. The Blood Reaper also takes 17 (3d10)  necrotic damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) Slashing and 6 (1d10) acid damage.

Desroyer

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