Huge Fiend (Demon)
Armor Class 21 Natural
Hit Points 415 (30d10 + 240)
Speed 40 ft., Fly 60 ft.
STR
26 (+8)
DEX
18 (+4)
CON
26 (+8)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws STR +15, DEX +11, WIS +11
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 26
Languages Abyssal, Common, Telapathy 120 Ft
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Blood Coagulation (Susceptibility to Cold): When the Blood Monster takes cold damage, its blood begins to coagulate, making it more susceptible to subsequent attacks. While under this effect, all attacks against it deal an additional 2d12 damage. This effect lasts until the end of the Blood Monster's next turn, at which point it can use its action to "Expel Coagulation." 

Legendary Resistance (3/Day): If Bloodborne fails a saving throw, it can choose to succeed instead. 

Expel Coagulation: As an bonus action, Bloodbourne expels the coagulated blood, ending the susceptibility effect and dealing 4d8 cold damage to all creatures within 10 feet of it. When it uses this ability, its Regeneration trait is reactivated. 

Regeneration: At the start of its turn, the Blood Monster regains 20 hit points at the start of its turn. If it takes radiant damage or is under the effect of Blood Coagulation, this trait doesn't function at the start of its next turn. 

Expel Coagulation: As an action, the Blood Monster expels the coagulated blood, ending the susceptibility effect and dealing 4d8 cold damage to all creatures within 10 feet of it. When it uses this ability, its Regeneration trait is reactivated. 

Blood Sense: Bloodborne can sense the presence of any creature within 120 feet that has blood in its body. It knows the general direction but not the exact location. 

Blood Frenzy: Bloodborne has advantage on melee attack rolls against any creature that was once under its control

.

Spellcasting: Bloodborne is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +13 to hit with spell attacks). It has the following spells prepared: 

- 3rd level (3 slots): Counterspell , Fireball  (Bloodball)

- 4th level (3 slots): Blight

- 5th level (3 slots): Cloudkill,  Dominate Person

- 6th level (1 slot): Disintegrate

- 7th level (1 slot): Finger of Death

- 8th level (1 slot): Power Word Stun

Actions

Multiattack: Bloodborne makes three attacks: one with its Blood Claw, one with its Blood Spear, and one with its Blood Burst. Alternatively, it can cast a spell and make two attacks. 

Blood Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (5d6 + 8) slashing damage plus 9 (2d8) necrotic damage. 

Blood Spear: Melee or Ranged Weapon Attack: +14 to hit, reach 20 ft. or range 60 ft., one target. Hit: 21 (5d8 + 8) piercing damage plus 9 (2d8) necrotic damage. 

Blood Burst (Recharge 5-6): Bloodborne releases a burst of corrupted blood energy in a 30-foot radius. Each creature in that area must make a DC 20 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. 

Blood Puppeteer:  (Recharge 6) Bloodborne targets one creature it can see within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or be controlled by Bloodborne as described earlier.

Bonus Actions

Blood Teleportation: As a bonus action, Bloodborne can teleport up to 60 feet to an unoccupied space it can see that is covered in blood. 

Expel Coagulation: As an bonus action, Bloodbourne expels the coagulated blood, ending the susceptibility effect and dealing 4d8 cold damage to all creatures within 10 feet of it. When it uses this ability, its Regeneration trait is reactivated

Reactions

Reaction Name. Enter the description for your action.

 

 

Legendary Actions

Bloodborne can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bloodborne regains spent legendary actions at the start of its turn. 

Attack: Can make one attack from above

Blood Surge: Bloodborne moves up to its speed without provoking opportunity attacks. 

 Blood Siphon (Costs 2 Actions): Bloodborne targets one creature it can see within 30 feet. The target must make a DC 20 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Bloodborne regains hit points equal to half the necrotic damage dealt. 

Mythic Actions

Blood Cataclysm (1/Day): Bloodborne calls upon the surrounding blood and its own form to unleash a devastating wave of blood energy. All creatures within a 100-foot radius must make a DC 22 Constitution saving throw. On a failed save, creatures take 70 (10d12) necrotic damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone. The blood-soaked ground becomes difficult terrain until cleared. 

 Narrative: "With a roar that shakes the very ground, Bloodborne draws upon the blood from the surrounding waters and its own form, unleashing a cataclysmic wave of blood energy. The ground churns and heaves as the crimson tide crashes over everything in its path, leaving a desolate, blood-soaked wasteland in its wake." 

Description

Blood Puppeteer:

The blood monster can attempt to gain control over additional party members during combat, using its dark influence to turn them against their allies. The control intensifies with each passing round or failed attempt to break free.  

Saving Throw Outcomes: 

Success: The party member resists the blood monster’s control, and cannot full under puppeteer again

Narrative: "You feel a dark presence trying to invade your mind, but you shake it off, maintaining your free will." 

Failure: The party member falls under the blood monster’s control. The control intensifies with each round or failed attempt to break free. 

 

Controlled Actions: 

Round 1: 

Effect: The controlled party member makes one attack against the nearest ally. 

Narrative: "A wave of darkness engulfs your mind, and your vision turns red. Against your will, you turn to strike at your closest ally." 

 Break Control: At the end of their turn, the controlled party member can make a Wisdom saving throw (DC 16) to break free. Another ally can use their action to assist, allowing the controlled party member to make the save with advantage. 

Round 2: 

 Effect: The controlled party member makes two attacks against allies or casts a harmful spell. 

 Narrative: "The dark influence deepens, your actions growing more violent. You lash out with increased ferocity, striking at your comrades." 

 Break Control: At the end of their turn, the controlled party member can make a Wisdom saving throw (DC 18) to break free. An ally can use their action to assist, allowing the controlled party member to make the save with advantage. 

Round 3 and Beyond: 

 Effect: The controlled party member is fully under the blood monster’s control, taking their entire turn to act against the party. 

  Narrative: "The darkness consumes you entirely, turning you into a puppet of the blood monster. You attack your allies with relentless aggression." 

  Break Control: At the end of their turn, the controlled party member can make a Wisdom saving throw (DC 20) to break free. An ally can use their action to assist, allowing the controlled party member to make the save with advantage. 

 

Counters and Strategies: 

 Spells like Dispel Magic or Remove Curse can be used to attempt to break the control. The caster must make an ability check using their spellcasting ability modifier, with a DC equal to the blood monster’s spell save DC (16). 

  - Narrative: "You invoke your magic, directing it towards the sinister energy controlling your friend. The air crackles with power as you attempt to sever the dark connection." 

 

Success on Breaking Control: 

Narrative: "With a surge of willpower and the support of your allies, you break free from the blood monster’s control. The dark influence fades, and you regain your senses." 

Lair and Lair Actions

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

  1. Blood Flood: Bloodborne causes a surge of blood to flood a 20-foot-radius area within the lair. Each creature in that area must succeed on a DC 18 Strength saving throw or be knocked prone and take 14 (4d6) necrotic damage. The area becomes difficult terrain until initiative count 20 on the next round.

   Narrative: "A crimson tide surges forth, sweeping through the chamber with a relentless force, dragging everything in its path." 

2. Blood Mist: A thick mist of blood fills a 30-foot-radius sphere centered on a point Bloodborne can see within the lair. The area is heavily obscured until initiative count 20 on the next round. Each creature in the mist must make a DC 18 Constitution saving throw or be poisoned until the end of its next turn.

   Narrative: "The air grows thick with a choking mist of blood, obscuring vision and seeping into your lungs with every breath." 

 3. Blood Chains: Bloodborne conjures chains of blood that erupt from the ground and attempt to restrain up to three creatures it can see within 60 feet. Each target must succeed on a DC 15 Dexterity saving throw or be restrained until the end of its next turn.

   Narrative: "Chains of blood burst from the ground, snaking around your limbs and holding you fast with an unyielding grip." 

 4. Blood Mirror: Bloodborne creates a reflective surface of blood on a wall or floor within 60 feet. The mirror duplicates one spell cast within the last round, targeting the original caster or a creature within 30 feet of the mirror. The duplicated spell uses the same spell save DC and attack bonus as the original caster.

   Narrative: "A slick, mirror-like surface of blood forms, reflecting your magic back at you with eerie precision." 

5. Sanguine Surge: Bloodborne causes the blood in the area to surge with dark energy. Each creature within 60 feet must make a DC 18 Constitution saving throw or be drained of 14 (4d6) hit points, which are transferred to Bloodborne as temporary hit points.

   Narrative: "The very blood in your veins seems to rebel, drawn toward the monster as it siphons your life force to bolster its own." 

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