Huge Plant, Unaligned
Armor Class 12 Natural armor
Hit Points 170 (20d12 + 40)
Speed
STR
14 (+2)
DEX
6 (-2)
CON
14 (+2)
INT
1 (-5)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Bludgeoning
Damage Immunities Psychic
Senses Blindsight 20 ft., Tremorsense 120 ft, Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Odor. A bloodsipper's presence is marked from afar -- up to 100 feet away under still conditions -- by a lingering scent of copper in the air. 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 9 (2d6 + 2) piercing damage, and the pod denizen attaches to the target. While attached, the pod denizen doesn't attack. Instead, at the start of each of the bloodsipper's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.

The pod denizen can detach itself as an action. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the pod denizen. 

The tether connecting a pod denizen to the vine can be severed by delivering 12 points of slashing damage to it. Doing so kills the pod denizen. 

 

Reactions

Pods. If any part of the vine is stepped on (DC 14 Dexterity (Acrobatics) check to avoid), the mature pods at the center of the vine patch immediately pop, disgorging the pod denizen within. Each vine patch has 2d6 mature vine pods.

Description

The bloodsipper's presence is marked from afar -- up to 100 feet under still conditions -- by a lingering scent of copper in the air. A bloodsipper is an expansive tangled growth of thin yellow vines that resemble arteries, slowly pulsing with a languid, blood-like fluid. Along the vines, fiery red pods sprout profusely like sickly fruit. Most pods are fist-sized; however, a few have grown to the menacing dimensions of 4 or more feet in diameter; all have a leathery texture.

The yellow vine of a bloodsipper is always anchored in stone floors and walls with tough rootlets, making it difficult to dislodge. These overactive growths were dubbed "bloodsippers" by the wizard who first encountered the specimen. It seems likely that bloodsippers did not evolve from precursor organisms naturally. Substantial evidence supports the contention that these growths spring from once-natural plant life that has grown too long with the influence of portals leading to the Far Realm, a strange dimension where reality is subjective and madness is the rule. This realm has been dubbed the Far Realm by those few who've become aware it and profess to study it. The Far Realm is the home of the ancient beings known as the Elder Evils. Suffice it to say that the bloodsippers and other similar creatures -- including the Elder Evils -- are truly alien to the Realms.

Monster Tags: plant

Habitat: ForestGrasslandHillMountainSwampUnderdarkUrban

hunter1828

Comments

Posts Quoted:
Reply
Clear All Quotes