| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 8 | −1 | −1 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +4 |
| CHA | 5 | −3 | −3 |
Living Lockdown
The Bloodwarden emits a suppressive aura (15 ft):
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Creatures in the aura have –1 to attack rolls
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Spellcasting requires a DC 10 CON check or fizzles (spell slot not lost)
(This reinforces prison oppression without hard-locking casters.)
Reinforced Shell
The Bloodwarden has three Shell Plates.
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Each plate grants +1 AC (already included)
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A plate breaks when the snail takes 30 damage
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When a plate breaks: the snail loses 5 ft speed and its AC drops by 1
Visually describe cracking shell segments.
Inevitable Advance
The Bloodwarden cannot be restrained and ignores difficult terrain.
Multiattack
The Bloodwarden makes two attacks: one Slam and one Acid Spray (if available).
Slam
Melee Weapon Attack: +6 to hit, reach 10 ft
Hit: 12 (2d6 + 4) bludgeoning damage
If the target fails a DC 12 STR save, they are pushed 10 ft and knocked prone.
Acid Spray (Recharge 5–6)
The Bloodwarden sprays corrosive bile in a 30-ft cone.
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DEX Save DC 13
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Fail: 14 (4d6) acid damage
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Success: half damage
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The ground becomes acid-slick (difficult terrain) for 1 round
Chain Drag
Melee Weapon Attack: +6 to hit, reach 15 ft
Hit: 8 (1d8 + 4) bludgeoning damage, and the target is grappled
While grappled, the target takes 4 acid damage at start of their turn.
Shell Reposition
The Bloodwarden rotates its shell, crushing chains and debris.
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One creature within 5 ft must make DEX Save DC 12
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Fail: knocked prone and restrained until end of next turn
Crushing Rebuff
When hit by a melee attack:
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Attacker takes 3 bludgeoning damage
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The snail shifts 5 ft without provoking opportunity attacks
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
PHASE CHANGE — “THE WARDEN STIRS” (at 80 HP)
When reduced below half HP.
The shell splits open slightly — glowing crimson runes flare as blood seeps from within. The prison groans in response.
Effects:
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Living Lockdown aura increases to 20 ft
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Acid Spray recharges on 4–6
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One Blood Slime Minion spawns each round (see below)
BLOOD SLIME MINION (CR 1/8)
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HP 9, AC 10
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Slam: +3 to hit, 1d6 acid
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Explodes on death: 5-ft acid splash (DEX 10 for half)
Use 1–2 per round max to avoid overwhelming players.
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Lair and Lair Actions
- Guard of the blood prison this is the final trail one must make to leave the prison.
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Lockdown Gates
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Iron bars slam shut in one lane
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DEX Save DC 12 or restrained 1 round
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Chainfall
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Chains drop from ceiling
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One creature makes STR Save DC 11 or restrained
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Rune Surge
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Anti-magic pulse
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All spellcasters must make CON Save DC 10 or spells are at disadvantage next round
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