Small Fiend (Demon), Chaotic Evil
AC 13 Natural Armor    Initiative +3 (13)
HP 18 (4d6 + 4)
Speed 20 ft., Fly 60 ft.
Mod Save
STR 8 −1 −1
DEX 16 +3 +5
CON 13 +1 +1
Mod Save
INT 5 −3 −3
WIS 12 +1 +1
CHA 7 −2 −2
Skills Perception +3, Stealth +5
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened
Gear None
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 13
Languages Abyssal Understands but cannot speak, Infernal understands but cannot speak it
CR 1/2 (XP 100, or 200 in lair; PB +2)
Traits

Keen Hearing. The Blood Diver has an advantage on Wisdom (Perception) checks that rely on hearing.

Echolocation. The Blood Diver can’t use its blindsight while deafened.

Pack Tactics. The Blood Diver has advantage on an attack roll against a creature if at least one of the Blood Diver’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity. While in sunlight, the Blood Diver has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Blood Diver makes two attacks: one with Bite and one with Claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or lose 2 (1d4) hit points at the start of each of its turns until it receives magical healing or a DC 10 Medicine check is used to stanch the wound.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Shriek (Recharge 5–6). The Blood Diver emits a piercing shriek. Each creature within 15 feet that can hear it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.

Bonus Actions

Shadow Glide. The Blood Diver can take the Disengage action as a bonus action when in dim light or darkness.

Reactions

Dive Away. When a creature misses the Blood Diver with a melee attack, the Blood Diver can move up to half its flying speed without provoking opportunity attacks.

Description

Blood Divers, known in whispered legend as Bat Demons, are among the most haunting manifestations of Hell’s corruption upon the world of Sanctuary. Born from the festering wounds left in reality by Mephisto’s dark magic, these fiends are believed to have once been ordinary cave bats warped by prolonged exposure to infernal energies. Over centuries, this exposure twisted their bodies and minds, fusing animal instinct with demonic sentience. A Blood Diver’s visage is a study in horror: its wings are stretched and ragged, the membrane veined with pulsating red as if blood itself courses just beneath the surface. Crimson fur bristles across a gaunt frame, and their faces are elongated, angular, with needle-like fangs protruding from a maw slick with blood. Their eyes, luminous and glassy, reflect the faintest glimmer in total darkness, and are said to see the very heat of living blood within their prey.
The society of Blood Divers is a paradox of chaos and hierarchy. In the wild, they gather in flocks called broods, led by the most vicious among them, and are known to squabble violently for dominance. However, when hunting or defending their lair, they move with uncanny coordination, guided by a shared bloodlust and the psychic whispers of Mephisto’s lingering will. Their shrieks are not only weapons of terror but also a means of supernatural communication, echoing through stone and shadow to rally distant kin.
Blood Divers are not merely hunters—they are agents of entropy, spreading fear and decay in their wake. Wherever they roost, the land grows sickly, and local wildlife either flees or becomes restless and aggressive. Many scholars of the Horadric Order believe that the presence of Blood Divers is a sign of a deeper, festering wound in Sanctuary, a place where the veil between worlds grows thin and demonic influence seeks to spill forth. Their appearance in an area is often a prelude to greater calamity, as they are drawn to places of war, massacre, or unholy rituals—anywhere blood is freshly spilt and the boundary between life and death is weakest.

Lair and Lair Actions

A Blood Diver’s lair is a nightmarish warren of bones, dried blood, and twisted roots, often located in the deepest chamber of a ruined crypt or cave. The lair reeks of decay, and the floor is littered with the remains of previous victims. Stalactites and hanging roots provide ample places for Blood Divers to roost and launch surprise attacks. Shadows dance unnaturally along the walls, and the air is thick with the iron tang of blood.
 
Lair Actions (Initiative Count 20, losing ties)
  1. Blood Mist. The lair fills with a red mist, lightly obscuring vision in a 30-foot radius until initiative count 20 on the next round. Creatures other than demons must make a DC 12 Constitution save or become poisoned until the end of their next turn.
  2. Echoing Screech. A chorus of shrieks erupts, forcing all intruders to make a DC 11 Wisdom save or become frightened until the end of their next turn.

Regional Effects

  • Bloodthirst in the Air: The region within 1 mile of the lair feels unnaturally oppressive. Beasts are agitated, and wounds bleed more freely, causing all hit point recovery from non-magical sources to be reduced by half.
    • Scent of Blood: Predators and scavengers are attracted to the area, increasing random hostile encounters.

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2026 5:09:18 AM
1
0
1
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4/27/2026 5:34:32 PM
5
0
1.5
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6/6/2026 3:04:54 PM
8
2
1
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Monster Tags: Demonfiend

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