Medium Humanoid, Any Alignment
Armor Class 12 leather armor
Hit Points 29 (5d8 + 9)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws WIS +2
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages it knows during life
Challenge 1 (200 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 from a critical hit. On a success, the Clot Carrier drops to 1 hit point instead.

Blood Sacrifice(recharges on a 6): a clot carrier can take 6 damage to open up it's own wounds and release a number of clot flies from within them. Releasing 4 or (1d4+3) Clot Flies, then roll Initiative for the group of clot flies.  

Actions

Rending Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. creatures that are hit need to make a DC 13 Con save or take an extra 6 (2d6) necrotic 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 it's reaction.

Description

To those who find delight within the dream like state that Red Mist can provide. Sometimes 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. Those who are at Stage 2 of this seem to feel lessened sense's of self and more of the monstrous ingredients begin to become more prominent.  

Monster Tags: humanoid

Habitat: Urban

LionSoul378

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