Large Fiend, Chaotic Evil
Armor Class 18 (Guardian's Bulwark)
Hit Points 168 (16d10 + 80)
Speed 40 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +10, CON +9, WIS +6
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Regeneration. The Blood Brute regains 10 hit points at the start of its turn if it has at least 1 hit point remaining. If the Blood Brute takes radiant damage, this trait doesn’t function at the start of its next turn.

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

Blood Frenzy. The Blood Brute has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Guardian's Bulwark (Dormant State). The Blood Brute gains the following benefits while wielding the Guardian's Bulwark:

  • Its Armor Class increases by 1.
  • It can cast the Shield spell three times per day as a reaction.
Actions

Multiattack. The Blood Brute makes three attacks: one with its bite, one with its claw, and one with its shield.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 6) slashing damage.

Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be prone.

Blood Burst (Recharge 5-6). The Blood Brute unleashes a burst of necrotic energy from its wounds. Each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 27"6d8" necrotic damage on a failed save, or half as much damage on a successful one. The Blood Brute heals for half the damage dealt by this ability.

Reactions

Vengeful Retaliation. When the Blood Brute is hit by a melee attack, it can use its reaction to make one melee attack with its claw against the attacker.

Shield Spell (3/Day). The Blood Brute can cast the Shield spell as a reaction, increasing its AC by 5 until the start of its next turn.

Description

The Blood Brute is a terrifying fiendish creature that embodies raw, unrestrained power and unquenchable bloodlust. Standing over nine feet tall, its hulking frame is covered in thick, rock-like skin, stained with the blood of countless victims. Its eyes glow with a malevolent red light, reflecting its chaotic and evil nature.

The Blood Brute's most distinctive feature is the Guardian's Bulwark, an ancient and powerful shield it wields with brutal efficiency. The shield, covered in intricate runes and emanating a dark aura, enhances the Blood Brute's already formidable defenses and allows it to unleash devastating attacks.

The creature's body is a grotesque blend of muscle and sinew, with jagged spikes protruding from its back and limbs. Its hands end in massive claws capable of rending flesh and bone with ease. When it bites, its jaws crush through armor and bone alike, delivering a lethal combination of brute force and fiendish ferocity.

Blood Brutes are drawn to battle and carnage, reveling in the chaos of combat. They possess a near-insatiable thirst for blood, which fuels their regenerative abilities, allowing them to recover from wounds that would be fatal to lesser beings. Their blood frenzy makes them especially dangerous, as they gain strength and speed when they sense the presence of wounded prey.

The Blood Brute's presence on the battlefield is often heralded by the sickening sounds of its victims' screams and the sight of blood-soaked ground. Few who encounter this monstrosity live to tell the tale, and those who do are haunted by nightmares of its savage brutality.

Lair and Lair Actions

The lair of the Blood Brute is a nightmarish realm steeped in darkness and blood. It is typically found deep within the bowels of corrupted lands, hidden away from the light of day. The lair itself is a twisted amalgamation of jagged rock formations and pulsating, organic matter that seems to be alive with a sinister purpose.

The ground is uneven and treacherous, covered in a slick layer of coagulated blood that makes movement hazardous. Pools of dark, crimson liquid dot the landscape, some of which bubble and froth with an unnatural energy. These pools are sources of the Blood Brute's power, and they glow faintly with an eerie, red light.

The walls of the lair are adorned with gruesome trophies—remnants of previous victims and enemies. Skulls, bones, and pieces of armor are embedded in the stone, serving as a grim reminder of the Blood Brute's ferocity. Thick, spiny tendrils emerge from the walls and ceiling, writhing and reaching out as if seeking to ensnare any who dare to enter.

The air within the lair is heavy with the metallic scent of blood and the oppressive weight of fear. The atmosphere is thick and humid, making it difficult to breathe. A constant, low hum reverberates through the lair, a sound that seems to emanate from the very walls and serves to unnerve intruders.

Dim, flickering light sources—such as torches made from twisted metal and bone—provide minimal illumination, casting long, distorted shadows that dance ominously across the surfaces. In the center of the lair, on a raised dais, stands a grotesque throne carved from a single massive piece of black stone. Here, the Blood Brute holds court, surrounded by the symbols of its dark dominion.

Adventurers who venture into the Blood Brute's lair must be prepared to face not only the creature itself but also the malevolent environment that seeks to aid its master in every way. The lair is a place of pure evil, where hope and light are extinguished, and only the strongest can hope to survive.

 

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

  1. Blood Spikes: Spikes of hardened blood erupt from the ground at three different points the Blood Brute can see within 60 feet. Each creature within a 10-foot radius of these points must make a DC 17 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.

  2. Blood Mist: A dense mist of blood fills a 20-foot radius sphere centered on a point the Blood Brute can see within 60 feet. The area is heavily obscured until initiative count 20 on the next round. Any creature that starts its turn in the mist takes 10 (3d6) necrotic damage.

  3. Rage Infusion: The Blood Brute roars, and the ground within a 30-foot radius trembles. Each creature in the area must succeed on a DC 17 Wisdom saving throw or become frightened of the Blood Brute until the end of the creature's next turn. Additionally, the Blood Brute gains advantage on attack rolls until the start of its next turn.

Monster Tags: fiendbruteAbominations

Dylan_Yount

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