| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 14 | +2 | +5 |
| CON | 17 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +4 |
| CHA | 8 | −1 | −1 |
Sanguine Aegis. When the gargoyle is reduced below half its hit points, its stony hide weeps ichor, granting resistance to all damage until the end of its next turn.
Spellcasting. The gargoyle’s innate spellcasting ability is Charisma (spell save DC 10). It can cast the following spells without material components:
2/day: Darkness
1/day: Phantasmal Force
Multiattack. The Blood Claw makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 4 (1d8) necrotic damage, and the target bleeds, taking 1d4 slashing damage at the start of its turns until it or an ally uses an action to staunch the wound (DC 13 Medicine).
Wing Buffet. The Blood Claw beats its serrated wings. Each creature within 10 feet must succeed on a DC 14 Strength saving throw or be knocked prone and take 12 (2d8 + 3) slashing damage.
Nightmarish Pall. As a bonus action, the gargoyle can exude a crimson haze in a 15-foot radius. Enemies in this area have disadvantage on saving throws against fear effects and necrotic damage until the haze is dispelled (no concentration required).
Description
Born from the fevered nightmares of a dying king, the Blood Claw stands as a horrific sentinel carved of crimson-veined stone. Each predator sprouts between two and seven serrated wings, their uneven beats echoing like fractured drums across dreamscapes. The creature’s jagged talons drip with eternal ichor, and its ruby-tinged eyes burn with raw predatory hunger. Though its intellect is savage and simple, its ferocity and uncanny resilience make it a terror in both sleep and waking life.
Lore. Forged in the suffocating dread of a tormented monarch’s final sleep, Blood Claw were never meant to exist in the mortal realm. Each specimen is a fractured fragment of that royal nightmare, bound forever to patrol the border between slumber and oblivion. Encountering one often heralds a wave of creeping madness among those who survive its assault.