Medium Aberration, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 215 (8d8 + 1)
Speed 30 ft., Fly 50 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +8, DEX +8, CON +8, WIS +6
Damage Vulnerabilities Slashing
Damage Resistances Bludgeoning, Piercing
Condition Immunities Charmed, Frightened, Stunned
Senses Passive Perception 18
Languages Telepathy 120 ft. Learns the language(s) of any creature it absorbs blood from.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

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

Blood Points. The Blood Phoenix can suck nearby blood pools into itself, one blood pool (5x5 square, does not need to be significant amount) per blood point. It has no blood point maximum, and can pull in as many or as few at a time as it wants, and is smart enough to be tactical about this.

The Blood Phoenix can use Blood Points in the following ways:

  • Heal: Restore 25 HP per blood point. Must be used upon absorbing blood pools - stored blood points cannot be used for healing.
  • Create Bloodspawn: Use one blood pool to generate a blood copy of the blood pool's source creature. Does not require blood points. Blood shadow must spawn in blood pool spot.
  • Vein Twisting: Use 10 blood points to cause massive internal hemorrhaging in an target creature's body by controlling their blood and ripping their veins apart.
Actions

Multiattack. The Blood Phoenix makes three attacks: one talon attack max, remainder or all to be razor whip attacks.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (2d8 + 3) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This attack generates one blood pool.

Razor Whip. Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or lose (1d6) hit points at the start of each of its turns due to an infernal wound. Each time the phoenix hits the wounded target with this attack, the damage dealt by the wound increases by (1d6), and generates an additional blood pool. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. 

Vein Twisting: Targeted Ability: The Blood Phoenix points at a target within visual range. Target creature must make a DC18 Constitution Saving Throw, taking 10d8 force damage on a failed save or have as much damage on a successful one. If the target creature dies from this attack, their body collapses into a pile of viscera and can be absorbed as 1 blood point per 20 max HP of the target creature using the Absorb Blood Pools ability.

Bonus Actions

Absorb Blood Pools: Pull in any blood pools within 50ft radius to be used as blood points.

Create Bloodspawn: Use one blood pool to generate a blood copy of the blood pool's source creature. Does not require blood points.

 

Reactions

Emergency Absorb Blood Pool: Pull in one single blood pool within 25ft radius to be used as a blood point.

Legendary Actions

The Blood Phoenix 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. The Blood Phoenix regains spent legendary actions at the start of its turn.

Attack. The Phoenix makes two razor whip attacks (can only target one creature).

Create Bloodspawn: Use one blood pool to generate a blood copy of the blood pool's source creature. Does not require blood points.

10zcole92

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