| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 23 | +6 | +12 |
| CON | 20 | +5 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 18 | +4 | +4 |
Blood Form.
The Ancient Sanguine Horror can squeeze through a space as narrow as 1 inch wide without resistance. When the Horror is reduced to 0 HP, it instantly collapses into a puddle of inert blood, leaving no corpse. It can reform after 24 hours unless its blood is blessed or purified (e.g., hallow or purify food and drink spell used directly on the remains).
Scent of Wounds.
The Ancient Sanguine Horror can sense bleeding creatures. It knows the direction (but not distance) of any creature within 120 feet that is suffering from the Bleeding condition or missing any hit points. In combat, it has advantage on its attack rolls against bleeding creatures.
Unending Hunger
When the Ancient Sanguine Horror deals damage to a target with the Bleeding condition the Horror heals 2d6+5 hit points.
Legendary Resistances (3/Day). If the Horror fails a saving throw, it can choose to succeed instead.
Multiattack.
The Ancient Sanguine Horror uses its Hemorrhage action if it can and makes three attacks with Leech Bite.
Leech Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 17 (4d6 + 6) piercing damage plus 4(1d6) necrotic damage. If the target is a creature, it begins Bleeding (see below). At the start of its next turn, it takes 2d6 necrotic damage, and the bleeding ends.
Hemorrhage (Recharge 4–6).
The Horror emits a horrific, blood-curdling screech. Each creature of its choice within 30 feet that can hear it must succeed on a DC 20 Constitution saving throw (8 + Dex [6] + Prof [6]) or begin Bleeding for 1 minute. While bleeding this way, a creature takes 2d6 necrotic damage at the start of each of its turns. The creature can repeat the save at the end of each of its turns, ending the effect on a success
Blood Snare.
The Horror manipulates the blood around a creature within 60 feet. The target must succeed on a DC 20 Dexterity saving throw or become Restrained by tendrils of coagulated blood. While restrained, the target may use an action to attempt a DC 18 Strength saving throw to end the effect.
OPTIONAL BLEEDING CONDITION RULE (Simplified for reference)
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Bleeding: While bleeding, a creature takes 1d6 necrotic damage at the start of its turn.
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It can make a Constitution saving throw at the end of each of its turns, ending the effect on a success.
Cunning Action
The Horrors nimble thinking and agility allow it to move and act quickly. On it's turn, it can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
LEGENDARY ACTIONS
The Ancient Sanguine Horror can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Blood Step.
The Horror briefly melts into a splash and reforms elsewhere. It teleports up to 30 feet to an unoccupied space it can see.
Lacerate. (Costs 2 Actions)
The Horror forces one creature it can see within 30 feet that is currently bleeding to immediately take 3d6 necrotic damage. That creature must make a DC 20 Constitution saving throw or be Stunned until the end of its next turn.
Description
The Ancient Sanguine Horror is the progenitor of all blood-born terrors—a primeval elemental force molded not just from cursed blood, but from the agony, hatred, and lingering death of entire civilizations lost to slaughter. While lesser Sanguine Horrors are twisted echoes of humanity, the ancient one transcends form entirely. It walks as a mockery of life, appearing at times regal and composed, like a noble bathed in crimson, and at others a storm of writhing, arterial violence.
Its body flows with unnatural grace, not bound by muscle or bone, but rippling tides of intelligent blood. Veins pulse visibly beneath a translucent film of gore, faces seem to press up from beneath its surface only to vanish again, and its scent carries the iron tang of despair. Shadows deepen in its presence. The air grows damp and heavy, as if the world itself anticipates a fresh slaughter.
Silent but for the faint gurgle of liquid shifting within it, the Ancient Horror is a cunning predator. It doesn’t hunt for sustenance. It hunts to infect—to taint the land and its people with an insatiable, internal bleeding. Towns once touched by it often suffer decades of strange ailments and madness, as though its presence lingers in the very soil.
Some scholars believe this being predates the current pantheon, birthed in the godless chaos of the world's first wars. Others whisper that it is a fragment of a dead god of suffering, too corrupted to truly die.
It is the nightmare of blood turned against its bearer—a horror that makes your veins your enemy.
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