Armor Class
17
Natural armor
Hit Points
90
(13d10 + 10)
Speed
35 ft.
STR
10
(+0)
DEX
9
(-1)
CON
12
(+1)
INT
5
(-3)
WIS
7
(-2)
CHA
12
(+1)
Saving Throws
STR +4, CON +5
Damage Vulnerabilities
Acid
Condition Immunities
Frightened, Grappled, Incapacitated, Restrained
Senses
Passive Perception 7
Languages
languages it knew in life
Challenge
10 (5,900 XP)
Proficiency Bonus
+4
Traits
spells at will: reverse gravity, heal self, move earth, create blood and bone(create blood and bone: heals the blood monster 10 hp each round for 3 rounds)
Actions
Action Name.
Blood Fist: +5 to hit, reach 5 ft. 1 target 1d10 Bludgeoning damage
Bone Sword: +5 1 target 1d6 piercing or slashing damage
Blood spray: range 30/30 ft., 1 target. DC 10 DEX save on fail target is blinded next turn
Description
the blood monster is like if an ooze and a water elemental had a baby.
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