Small Celestial, Lawful Evil
Armor Class 18 Natural Armor
Hit Points 110 (22d6 + 5)
Speed 30 ft., Walk 60 ft.
STR
25 (+7)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Paralyzed, Petrified, Poisoned, Restrained, Stunned
Senses Darkvision darvision range 80ft, Passive Perception 15
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Engineered hollow. this creature does not need to eat or sleep to survive.

Soul kings' heart Implant. Each time blue Blood takes 30 damage, they grow additional size, Blue blood gains an additional 1d4 to each of its melee damage rolls. 

Regeneration of the hollow champion. Each time Blueblood is reduced to 0 hit points. A soul cross appears above its body. if this cross is not destroyed within three rotations of inniative, Blueblood gains 60 hit points.

Soul cross.  a small spinning cross with 25 hit points and an armor class of 15, with resistance to all damage types and immunity to all statuses.

Actions

SIzebased multi attack. Blueblood can make a single blade strike or three ballas. Every two size stages Blueblood higher than his original, they may make an additional blade strike.

Blade strike. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 4) [magical slashing] damage.  (1d4 for each additional size)

Ballas. RangedWeapon Attack: +5 to hit, range 25/75 ft., 1 target. Hit: 6 (1d4 + 2) [force] damage.

Azura Cero (Recharges on 8-12 0n a d12). Blueblood Launches a wave of Hollow energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity or constitution saving throw (Player choice), taking 54 (12d8) Radiant damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Glide. When falling at least 10 feet, Blueblood can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement and take no falling damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A creature created by the soul kings heart falling into heuco mundo, a mask of white and dark forming around it. Created a hollow with a mask akin to a human skull and a body covered in jet black armor. Veins of blue reshi energy rushing over the armors surface. 

A long blade shoots from its arms and their palms glow a dull red filled with dark energy. The creature lumbers forward intelligence seemingly growing every moment. to match its endless hunger.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

shadowedge352

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