Large Monstrosity, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amorphous. A blood avatar can move through a space as narrow as 1 inch wide without squeezing.

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

Bloody sense. The blood avatar will go for the party member with the least hp.

Undying. When the blood avatar is reduced to 0 hit points by non-radiant damage, it instead is reduced to 1 hit points.

Actions

Blood Siphon:  Magic Attack: +5 to hit, reach touch, one creature. Hit:  10 (1d8 +2) necrotic damage.

Blood Bolt: Ranged Weapon Attack: +7 to hit, range 10/60 ft., 1 target. Hit: 18 (3d8 + 6) necrotic damage.

Blood fan: Melee Weapon Attack: +4 to hit, reach 5 ft., up too 5 targets. Hit: 10 (2d6 + 4) necrotic damage. On failed DC CON 12 save, target's become poisoned .

Description

in work...

Habitat: UnderdarkUrban

TentacleLust

Comments

Posts Quoted:
Reply
Clear All Quotes