Bloodslab (5e Creature)

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Bloodslab[edit]

Large undead, chaotic neutral


Armor Class 20 (natural armor)
Hit Points 172 (15d10 + 90)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 22 (+6) 6 (-2) 16 (+3) 14 (+2)

Saving Throws Str +11, Con +10
Skills Athletics +15, Intimidation +6, Perception +7
Proficiency Bonus +4
Damage Vulnerabilities radiant
Damage Resistances bludgeonong, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages the languages it knew in life
Challenge 11 (7,200 XP)


Danger Sense. The bloodslab has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. To gain this benefit, the bloodslab can't be blinded, deafened, or incapacitated.

Brutal Critical. The bloodslab can roll two additional weapon damage dice when determining the extra damage for a critical hit.

Feral Instinct. The bloodslab has advantage on initiative rolls. If it is surprised at the beginning of combat and isn't incapacitated, it can act normally on its first turn.

Magic Weapons. The bloodslab's weapon attacks are magical.

Necromantic Shadow. Creatures within 20 feet of the bloodslab can't regain hit points.

Reckless. At the start of its turn, the bloodslab can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Undead Fortitude. If damage reduces the bloodslab to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the bloodslab drops to 1 hit point instead.

ACTIONS

Multiattack. The bloodslab makes two Spectral Maul attacks.

Spectral Maul. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage and 6 (1d12) necrotic damage.
A humanoid slain by this attack rises at the end of the bloodslab's next turn as a bloodslab meatglob under the bloodslab's control, unless the humanoid is restored to life or its body is destroyed. The bloodslab can have no more than twelve bloodslab meatglobs under its control at one time.

REACTIONS

Unbridled Fury. In response to being hit by a melee attack, the bloodslab can make one melee weapon attack with advantage against the attacker.

LEGENDARY ACTIONS

The bloodslab can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bloodslab regains spent legendary actions at the start of its turn.

Command. The bloodslab commands one bloodslab meatglob within 60 feet of it to move up to 15 feet or make an attack.
Move. The bloodslab moves up to half its speed.
Attack. The bloodslab makes one Spectral Maul attack.

The result of a barbarian who dies from necrotic energies, but through sheer rage and will manages to resuscitate themselves into a body of muscle, bone and necromantic energy. Driven by undying fury, they travel the land searching for anything they can crush under their might, leaving only wanton destruction and death in their wake.

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