Medium Aberration, Any Non-Good Alignment
Armor Class 17 Natural armor
Hit Points 125 (7d20 + 8)
Speed 10 ft., Walk 30 ft., Burrow 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
9 (-1)
WIS
8 (-1)
CHA
15 (+2)
Saving Throws DEX +6
Damage Resistances Piercing from nonmagical attacks
Damage Immunities Bludgeoning
Condition Immunities Restrained
Senses Passive Perception 15
Languages none
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Bite: +5 target takes 10( 3d8) piercing damage reach 5ft

Trample: +7 the Bloodsucker moves 10ft towards one creature the target takes 10 (2d12) bludging damage on a hit and half as much damage on a miss and is knocked prone

Bloodsuck:(3/day) The Bloodsucker uses its Bite attack on a hit and regains double the hit points of the damage done

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

The Bloodsucker has the body and legs of a deer and the head of a tick, it can survive without water as long as it has a healthy supply of blood.

Lair and Lair Actions

A Bloodsucker's lair has a 75% chance of being in the Underdark and a 25% chance of being in a swamp it`s lair is usaly cluttered with bones

Lair Actions

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

  • As a bonus action the Bloodsucker Alfa can spray a blood red haze, any creature in a 15 foot cone must suceed a DC15 percption check or be blinded untill the start of Alfas next turn (recharge 5-6)
  • The Bloodsucker Alfa can cast the Animate Dead spell requiring no componts

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:

  • Any water within 3 miles of the Bloodsuckers lair all water turns in to blood the blood can become water again using the purify food and water spell or other magic
  • Any creature that has a non - good alignment has a +3 on attack rolls on melle attacks if  the creature it is targeting doesn't have all it's hit points

If the bloodsucker dies, these effects fade over  1d8 days.

Monster Tags: abberation

Habitat: SwampUnderdark

mardredungart12

Comments

Posts Quoted:
Reply
Clear All Quotes