Large Undead, Chaotic Neutral
Armor Class 20 Natural Armour
Hit Points 172 (15d12 + 90)
Speed 40 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
6 (-2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +11, CON +10
Skills Athletics +15, Intimidation +5, Perception +4
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Tremorsense 60ft., Passive Perception 14
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (1/day). If the Bloodslab fails a saving throw, it can choose to succeed instead.

Fearless. The Bloodslab gains +3 to attack and damage rolls to any creature that attempts to frighten it.

Reckless Attack. The Bloodslab has advantage on attack rolls. Attack rolls against the Bloodslab have advantage.

Danger Sense. The Bloodslab has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. Has no effect if it is blinded, deafened, or incapacitated.

Feral Instinct. The Bloodslab has advantage on initiative rolls. If it is surprised at the beginning of combat and isn't incapacitated, it can act normally on its first turn.

Brutal Critical. The Bloodslab can roll two additional weapon damage dice when determining the extra damage for a critical hit.

Undead Fortitude. If damage reduces the Bloodslab to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the Bloodslab drops to 1 hit point instead.

Necromantic Shadow. Creatures within 20ft of the Bloodslab cannot regain hitpoints.

Magic Weapons. Bloodslab's weapon attacks are magical.

Monstrous Strength. Bloodslab has advantage on strength checks and strength saving throws.

Rejuvenation. Bloodslab regains a new body after d10 days, regaining all hitpoints and becoming active again. This is negated if the Bloodslab is killed by radiant damage, if Turn Undead, Wish, or Greater Restoration at 7th level or higher is used, or if the remains are disintegrated.

Actions

Multiattack. Bloodslab can make 2 Spectral Maul attacks

Ghostblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 7) slashing damage and 7 (d12) necrotic damage. If a creature dies from this attack, it is transformed into a Bloodslab Meatglob.

 

Bonus Actions

Ghostblade. Bloodslab makes one Ghostblade attack.

Command. Bloodslab commands one Bloodslab Meatglob within 60ft of it to move up to 15ft or make an attack.

Reactions

Ghostblade. When it takes damage from a creature that is within 5 feet of it, can use its reaction to make a Ghostblade attack against that creature.

Meatglob Shield. If something makes an attack against the Bloodslab, and a Meatglob it commands is within 10ft of it, the Bloodslab can force the attacker to target the Meatglob.

Legendary Actions

 

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

 

Ghostblade (costs 2 actions). Bloodslab makes a Ghostblade attack.

Command. Bloodslab commands one Bloodslab Meatglob within 60ft of it to move up to 15ft or make an attack.

Rush. Bloodslab makes a dash action.

Description

The result of a barbarian who dies from necrotic energies, but through sheer rage and will manages to resuscitate themselves into a body of muscle, bone and necromantic energy. Driven on by undying rage, they travel the lands searching for anything they can crush under their might, leaving only wanton destruction and death in their wake.

 

Monster Tags: undeadhumanoid

Juicey_J

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