Large Aberration, Unaligned
Armor Class 16 Fluid Defence
Hit Points 72 (8d10 + 24)
Speed
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +6, CON +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Passive Perception 11
Languages Understands the intent of its summoner but cannot speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

 

Tendril Reflexes

The Bludclot may make one opportunity attack per creature that ends movement within 10 feet of it.

 

Bloodfeast

If Bludclot hits a creature with an attack roll of 16 or higher, it regains hit points equal to the slashing damage dealt. This healing bypasses necrotic damage suppression and functions even on undead targets.

 

Summoner Backlash

If Bludclot damages its summoner for any reason, the summoner must succeed on a DC 14 Constitution saving throw or become stunned and immobilized until the end of their next turn. On a success, they are restrained until then instead

 

Actions

 

Razor Tendril

Melee Weapon Attack: +6 to hit, reach 10 ft., one target.

Hit: 2d8 + 4 slashing damage. On a roll of 16 or higher, activate Bloodfeast.

 

 

Hemorrhage Burst (Recharge 5–6)

The Bludclot lashes out in a spray of pressurized blood shards. All creatures in a 15-foot cone must make a DC 14 Dexterity saving throw or take 4d6 piercing damage and begin bleeding (1d4 damage at the start of their turns for 1 minute). A successful save halves the damage and prevents the bleed. The bleed can be stopped with a DC 12 Medicine check or any healing

 

Description

Appearance

The Bludclot appears as an inverted, writhing octopus made of coagulated blood and sinew. Each of its slick tendrils glints like sharpened bone, and its bloated form pulses with every heartbeat it steals

 

SamLawrence

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