Large Elemental, Neutral Evil
Armor Class 14 Natural Armor
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft., Fly 30 ft. When within 30ft of a blood mage using their power to levitate.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +7, CON +7
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Senses Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Liquid Form. The Bloodwrought can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Blood Sense. If the Bloodwrought is in contact with a pool of blood while another creature is also in contact with the same pool, it automatically knows the creature's location. Additionally, the Bloodwrought automatically knows the location of any creature within 100 feet that is bleeding or below its hit point maximum.

Coagulation Weakness. Whenever the Bloodwrought takes cold damage, its speed is reduced by 10 feet until the end of its next turn.

Ritual-Born. While the Blood Mage that summoned the Bloodwrought remains alive, the Bloodwrought has advantage on checks and saving throws made against effects that would move it against its will. Additionally, Blood Drain recharges on a roll of (Recharge 4–6) instead of 5-6.

Blood Frenzy. The Bloodwrought has advantage on attack rolls against creatures below half their hit point maximum.

Actions

Multiattack. The Bloodwrought makes two Hemorrhagic Slam attacks.

Hemorrhagic Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) necrotic damage. If the target is missing any hit points, it takes an additional 4 (1d8) necrotic damage.

Blood Drain. (Recharge 5–6) Each creature in the Bloodwrought's space must make a DC 15 Constitution saving throw. On a failed save, a creature: Takes 10 (3d6) necrotic damage.

  • Cannot regain hit points until the start of the Bloodwrought's next turn.
  • The Bloodwrought regains hit points equal to half the damage dealt.
  • If it is Large or smaller, it becomes grappled (escape Strength Save DC 14).

A grappled creature is restrained and unable to breathe. On a successful save, the creature is pushed into the nearest unoccupied space outside the Bloodwrought.
The Bloodwrought can grapple one Large or smaller creature at a time.

At the start of the Bloodwrought's turn, a creature grappled by it:

  • Takes 10 (3d6) necrotic damage.
  • Cannot regain hit points until the start of the Bloodwrought's next turn.
  • The Bloodwrought regains hit points equal to half the damage dealt.

A creature within 5 feet of the Bloodwrought can use its action to make a DC 15 Strength check, freeing a grappled creature on a success.

Description

A Bloodwrought is a grotesque construct of sacrificial blood animated through forbidden sangromancy. Created during dark rituals and sustained by murder, these creatures exist solely to hunt the wounded and drag the living into crimson oblivion. Their bodies churn constantly, formed from thick blood in various stages of coagulation. Faces, hands, and half-formed bodies occasionally emerge from their surface before sinking back into the mass.

Though mindless, a Bloodwrought possesses an unnatural awareness of spilled blood and mortal weakness. It instinctively pursues injured prey, swelling with stolen vitality as it consumes its victims.

Habitat: Any

EchoesOfAFox

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