Blood Jelly (5e Creature)

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Blood Jelly[edit]

Small monstrosity, lawful evil


Armor Class 15 (natural armor)
Hit Points 52 (7d6 + 28)
Speed 10 ft., swim 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 18 (+4) 1 (-5) 8 (-1) 1 (-5)

Damage Resistances lightning, psychic
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages
Challenge 2 (450 XP)


Blood Frenzy. The blood jelly has advantage on melee attack rolls on any creature that doesn't have all its hit points.

Hold Breath. While out of water, the blood jelly can hold its breath for 1 hour.

Water Breathing. The blood jelly can only breathe underwater.

ACTIONS

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.

Electrify (Recharge 5-6). If the blood jelly is in water, each creature within 10 feet of it which is also in water must make a DC 14 Constitution saving throw. On a failed save, a creature takes 16 (3d10) lightning damage and is stunned for 1 minute. On a successful save, a creature takes half as much damage and isn't stunned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Microscopic, blood-born parasite swimming in the bloody waters of the Crimson become themselves infected, converting them to its all-consuming cause. A blood jelly is a dense ball of muscle and bone with only superficial resemblance to a jellyfish. They are capable of launching themselves at surprising speeds and releasing powerful surges of electricity.

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