Huge Construct, Lawful Evil
AC 15 natural    Initiative −1 (9)
HP 165 (5d6)
Speed
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
Vulnerabilities Lightning
Resistances Bludgeoning and Piercing from nonmagical attacks
Immunities Charmed, Frightened, Prone
Senses Passive Perception 15
Languages None
CR 5 (XP 1,800; PB +3)
Traits
 
Living Lockdown
The Bloodwarden emits a suppressive aura (15 ft):
  • Creatures in the aura have –1 to attack rolls
  • 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.
  • Each plate grants +1 AC (already included)
  • A plate breaks when the snail takes 30 damage
  • 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.
Actions
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.
  • DEX Save DC 13
  • Fail: 14 (4d6) acid damage
  • Success: half damage
  • 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.
Bonus Actions

Shell Reposition

The Bloodwarden rotates its shell, crushing chains and debris.

  • One creature within 5 ft must make DEX Save DC 12

  • Fail: knocked prone and restrained until end of next turn

Reactions

Crushing Rebuff

When hit by a melee attack:

  • Attacker takes 3 bludgeoning damage

  • The snail shifts 5 ft without provoking opportunity attacks

Legendary Actions

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 Actions

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:
  • Living Lockdown aura increases to 20 ft
  • Acid Spray recharges on 4–6
  • One Blood Slime Minion spawns each round (see below)
    BLOOD SLIME MINION (CR 1/8)
    • HP 9, AC 10
    • Slam: +3 to hit, 1d6 acid
    • Explodes on death: 5-ft acid splash (DEX 10 for half)
    Use 1–2 per round max to avoid overwhelming players.

Lair and Lair Actions

 

 

 

  • Guard of the blood prison this is the final trail one must make to leave the prison. 
  • Lockdown Gates

    • Iron bars slam shut in one lane

    • DEX Save DC 12 or restrained 1 round

  • Chainfall

    • Chains drop from ceiling

    • One creature makes STR Save DC 11 or restrained

  • Rune Surge

    • Anti-magic pulse

    • All spellcasters must make CON Save DC 10 or spells are at disadvantage next round

 

Habitat: Underdark

TomBoddert

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