Huge Aberration, Unaligned
Armor Class 18 Natural Armor
Hit Points 350 (20d12 + 220)
Speed 60 ft., Walk 60 ft.
STR
24 (+7)
DEX
22 (+6)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +12, DEX +11, CON +9, WIS +7
Skills Athletics +15, Stealth +15
Damage Vulnerabilities Radiant
Damage Resistances Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Abnormal Swiftness. This Creature does not Incur Opportunity attacks.

Strong Legs. The Blood Fiend can jump its entire movement with or without a running start.

Other Worldly Constitution. The Blood Fiend has advantage on saving throws against magical effects.   

Legendary Resistance (3/Day). If The Blood Fiend fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The blood Fiend makes two Claw Attacks and one Bite attack.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 21 (3d8 + 7) slashing damage. 

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., # target. Hit: 33 (4d12 + 7) piercing damage.

Draining Bite (Recharge 5-6). The Blood Fiend makes an attack against one creature it can see within 5 ft, this creature must succeed on a DC 19 Constitution save. Taking (8d10) Necrotic damage on a failed save or half as much on a success. The Blood Fiend heals for half the damage inflicted.

Reactions

Leach. If The Blood Fiend sees a creature regain regain hit points within 20 ft. the The Blood Fiend can use its reaction to receive these hit points instead.

Legendary Actions

Dash (Costs 1 Actions). The Blood Fiend Moves up to its full movement.

Blood Curdling Screech (Costs 2 Actions). Each creature that the Blood Fiend chooses within 30 ft of it must succeed on a DC 18 Wisdom save or become frightened for frightened for 1 minute. An affected creature can remake the save at the end of each of its turns, ending the effect on a successful save. 

Boiling Blood (Costs 3 Actions). Every Creature within a 20 ft radius of a point the Blood Fiend can see within 90 ft must succeed on a DC 18 Dexterity save or take 8d6 Fire damage on a failed and half as much on a successful save.

Description

If a area is soaked in blood and death for long enough a Blood Fiend is born. A creature of pure malice and hate, the Blood Fiend exists only to sate its hunger for more blood. It stalks its territory looking for prey, hunting them down from the dark and tearing them to shreds, only pausing the Violence to lap the crimson ichor off the floor and walls.

Lair and Lair Actions

A Blood Fiend will lair in areas that have been drenched in blood and violence. Sites of battles, mass graves and string of grisly murder are prime locations for the fiend to nest. Its hunting grounds stretch for miles around this point, giving plenty of room to find fresh prey. 

 

King_nothing_

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