Medium Humanoid, Any Alignment
Armor Class 11 natural
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws WIS +2
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages it knows during life
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Undying Fortitude. If damage reduces the clot carrier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Clot Carrier drops to 1 hit point instead.

Blood Sacrifice. a clot carrier can take 3 damage to open up it's own wounds and release a number of clot flies from within them. Releasing 2 or (1d4) Clot Flies, then roll Initiative.  

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage. 

Reactions

Blood&Gore: The first time the clot carrier takes damage, with an area of 5 feet a clot fly will appear out of the blood of the carrier and attack any creature as a reaction. 

Description

To those who inject themselves with Red Mist it can cause weird mutations within the normal individuals that take this drug and lose all contact with it after a few weeks. The Clot Carrier could be any humanoid that got their hands on this dangerous drug and has now been bewitched by the aped up addictive state that it puts people in. 

Monster Tags: humanoid

Habitat: Urban

LionSoul378

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