Bloodbound (5e Creature)

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Bloodbound[edit]

Medium undead, lawful evil


Armor Class 14
Hit Points 37 (5d8 + 15)
Speed 0 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 16 (+3) 15 (+2) 15 (+2) 16 (+3)

Proficiency Bonus +2
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 3 (700 XP)


Incorporeal Movement. The bloodbound can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Hypersensitivity. The bloodbound takes 30 radiant damage (this includes its vulnerability to radiant damage) when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Turn Redirection. Undead within 30 feet of the bloodbound have advantage on saving throws against any effect that turns undead. The bloodbound has disadvantage on saving throws against any effect that turns undead.

Undying Anchor. When it drops to 0 hit points outside of a vampire's resting place, the bloodbound becomes invisible instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't become invisible, it is destroyed.
While it has 0 hit points and is invisible, it can't become visible, and it must reach the resting place of a vampire within 1 hour or be destroyed. Once in the resting place, it becomes visible. It is then incapacitated until it regains at least 1 hit point. While the bloodbound is incapacitated in this way, attack rolls made against it have advantage and it automatically fails all saving throws. After spending 1 hour in the resting place with 0 hit points, it regains 1 hit point.

ACTIONS

Multiattack. The bloodbound makes two attacks.

Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage.

Bloodbolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.

Undying Blessing. The bloodbound chooses one undead creature it can see within 30 feet of it. The target magically regains 10 (4d4) hit points and gains a +2 bonus to its AC until the end of its next turn. The bloodbound can use Undying Blessing even if it would normally be unable to choose what it uses its action for.


Bloodbound are creatures created by vampires as servants. Bloodbound are translucent bloody red with purple and black streaks, though this is not because they drink blood. Rather, it is because a bloodbound is created using the blood of a willing minion who was a priest at one point in their life. Some vampires welcome priests who fall from grace into their courts with the ultimate goal of manipulating them into embracing existence as a bloodbound. As part of the bond between vampires and bloodbound, bloodbound who are defeated can retreat to the resting place of a vampire to regenerate.
Such is their loyalty that even in death, bloodbound exist to serve their masters, invoking dark power to restore undead allies and protect them from being turned by enemy clerics. The downside of this is that bloodbound are so suffused with evil energy that those with power similar to that which they wielded in life are especially effective at disrupting them.

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