Huge Fiend (Demon), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 174 (14d12 + 84)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
16 (+3)
CON
22 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, CON +10, WIS +7, CHA +8
Skills Athletics +13, Intimidation +9
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The Bloodthirster has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Bloodthirster's weapon attacks are magical.

Actions

Multiattack. The Bloodthirster makes two attacks with its Greataxe of Khorne and one with its Whip of Agony.

Greataxe of Khorne. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 8) slashing damage plus 7 (2d6) fire damage.

Whip of Agony. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 17 (3d4 + 8) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet toward the Bloodthirster.

Bonus Actions

Infernal Fury. Once per day, the Bloodthirster can enter a furious state for 1 minute. While in this state, it gains advantage on all melee weapon attack rolls and deals an additional 2d6 fire damage with each weapon hit.

Reactions

Frenzied Assault. When the Bloodthirster takes damage, it can make one melee weapon attack as a reaction.

Description

The Biggest and Strongest servant of the Blood God, a Bloodthirster typically orders his own army of lesser demons in order to take over whole lands in the name of the Blood God

Lair and Lair Actions

The Bloodthirster resides in what is left of the Kingdom's capital city rampaging against all those who get near.

Lair Actions

On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the Bloodthirster can’t use the same effect two rounds in a row:

Blood Rain: Blood begins to rain down in a 60-foot radius centered on the Bloodthirster. Each creature in this area, other than the Bloodthirster, must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn as the blood gets in their eyes. Additionally, the area becomes difficult terrain until the start of the Bloodthirster's next lair action.

Infernal Resonance: The Bloodthirster lets out a thunderous roar, shaking the very foundations of its lair. Each creature on the ground within 30 feet of the Bloodthirster must succeed on a DC 15 Strength saving throw or be knocked prone. Additionally, nonmagical flames in the lair flicker wildly and increase in intensity, causing any creature within 5 feet of such a flame to take 3 (1d6) fire damage.

Regional Effects

The region containing a legendary Bloodthirster’s lair is corrupted with the Blood Fury, which creates one or more of the following effects:

  • Crops and other methods of farming aren't able to sustain due to the people not being in the right mind to tend to them
  • All creatures who are witness to blood spilling must make a DC 8 Wisdom save or become susceptible to the blood fury that has claimed the land.

If the Bloodthirster dies, these effects fade over the course of 4d4 days.

TheDarkBloodhunter

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