Blood Elemental (5e Creature)
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Large elemental, neutral
Armor Class 15 (natural armor)
Saving Throws Str +7, Con +7
Blood Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Magic Weapons. The elemental's weapon attacks are magical.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the elemental gains 2 (1d4) temporary hit points.
Bloody Razors (Recharge 4-6). The elemental flings razor-sharp, bladelike droplets of blood from its arms in a 25-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one.
Similar to water elementals, yet so different, blood elementals are much more sinister-looking beings. They are usually a mass of bright crimson blood in a humanoid shape. Some may be a darker red than others, and some might be partially coagulated on areas of their dripping bodies. Despite their evil appearance (and fluency in Abyssal, the language of demons and other hell-dwellers), they are usually only hostile if provoked. If they are provoked, however, a blood elemental will show no mercy, firing off globs of its body like throwing knives and soaking up the blood of its victims to keep itself whole. They are most commonly found on the Elemental Planes, but may sometimes inhabit caves, or rarely, dungeons and castles, since they make deadly bodyguards if treated well. Like many elementals, a less intelligent blood elemental can be created to serve its caster for a limited time with powerful blood magic.
Elemental Nature. A blood elemental doesn't require air, food, drink, or sleep.
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