Medium Aberration, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 45 ft.
STR
10 (+0)
DEX
17 (+3)
CON
19 (+4)
INT
19 (+4)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws CON +7
Damage Vulnerabilities Poison
Damage Resistances Piercing and Slashing from nonmagical attacks
Damage Immunities Necrotic, Radiant
Condition Immunities Paralyzed, Petrified, Prone
Senses Darkvision 120 ft., Passive Perception 12
Languages Deep Speech
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amorphous. The bloodbeast can move through a space as narrow as 1 inch wide without squeezing.

Hybrid Nature. The bloodbeast has two creature types: humanoid and aberration. It can be affected by an effect if it works on either of its creature types.

Made from Blood. Whenever a creature is reduced to 0 hit points within 10 feet of the bloodbeast, the bloodbeast regains hit points equal to twice the creatures number of maximum hit dice, provided the creature has blood.

Actions

Multiattack. The Bloodbeast makes four Claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or take (2d8) necrotic damage and have its maximum hit points reduced by the necrotic damage taken. A creature that succeeds on the saving throw takes half damage and doesn't have its hit points reduced.

Extract Blood (1/Day). The bloodbeast magically pulls on the vitality of the creatures around it. Each creature of the bloodbeasts choice within 30 feet of it must succeed on a DC 15 Constitution saving throw or take (7d6) necrotic damage, and the bloodbeast regains up to half its hit points. On a successful saving throw, a target takes half as much damage. A creature that has no blood is immune to this effect.

Monster Tags: humanoidaberration

Gingr96

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