Bloody-Ribboned One (5e Creature)

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Bloody-Ribboned One[edit]

Medium monstrosity, lawful evil

Armor Class 14
Hit Points 112 (15d8 + 45)
Speed 30 ft., swim 45 ft.

13 (+1) 19 (+4) 17 (+3) 6 (-2) 11 (+0) 6 (-2)

Skills Acrobatics +8, Stealth +8
Proficiency Bonus +4
Damage Resistances bludgeoning and piercing from nonmagical attacks
Damage Immunities slashing
Senses blindsight 20 ft., darkvision 60 ft., passive Perception 10
Languages understands Common but cannot speak
Challenge 10 (5,900 XP)

Bloody Cloud. While underwater, the bloody-ribboned one emits a cloud of blood that causes the water in a 10-foot radius around it to be heavily obscured. A significant current can disperse the cloud.

Coiled Body. The bloody-ribboned one can fit through a space as narrow as 4 inches wide without squeezing. Any limbs it is carrying that cannot fit are left behind.

Damage Transfer. While it is grappling a creature, the bloody-ribboned one takes only half the damage dealt to it (rounded down) and that creature takes the other half. The creature takes full damage if the damage is slashing.

Erratic Burst. When the bloody-ribboned one moves on its turn and isn't swimming, it can choose to double its speed until the end of its current turn. While it does so, opportunity attacks made against it have disadvantage. On its next turn, its movement speed is halved and it can't use this feature again.

Fleshmend. If a creature the bloody-ribboned one is grappling takes slashing damage and isn't an undead or construct, the bloody-ribboned one regains hit points equal to half the slashing damage dealt (rounded down).

Loathsome Limbs. The bloody-ribboned one has four limbs: two arms and two legs. On its turn, the bloody-ribboned one can drop one or more limbs and cause them to animate (no action required). An animated limb is friendly to the bloody-ribboned one, acts on the bloody-ribboned one's initiative, and has its own action and movement, using the statblock of a crawling claw for arms and the statblock of a stomping foot[1] for legs. Additionally, the bloody-ribboned one can use a bonus action to touch an inanimate severed limb and cause it to animate it in the same manner; limbs animated this way crumble to dust when the bloody-ribboned one completes a short or long rest.


Multiattack. The bloody-ribboned one makes three lacerate attacks. It can replace one of those attacks with a use of its Vorpal Whirlwind, if recharged.

Lacerate. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Mortal Coil. Melee Weapon Attack: +8 to hit, reach 5 ft., one Large or smaller creature. Hit: 8 (1d8 + 4) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the bloody-ribboned one can't grapple another target.

Vorpal Whirlwind (Recharge 5-6). The bloody-ribboned one uncoils into a furious whirlwind of slashing movements. Until the end of its next turn, its speed is 0 and it can't benefit from bonuses to its speed, and it can take one reaction on every turn in combat to make an opportunity attack against a creature that enters or exits its range.
Additionally, whenever the bloody-ribboned one hits a creature with a melee attack before the end of its next turn, roll a d20. On a roll of 1-14, nothing happens. On a roll of 15-19, the target takes an additional 14 slashing damage and one of its limbs is severed, with the effect of such loss determined by the GM; if the creature has no limb to sever, the bloody-ribboned one lops off a portion of its body instead. On a roll of 20, one of the target's heads is cut off, killing it instantly if it can't survive without the lost head; a creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or is Huge or larger. Such a creature instead takes an extra 6d8 slashing damage from the hit.

A single continuous ribbon of flesh coiled into the vague shape of a hollow humanoid figure, cradling several severed limbs. The ribbon's razor edge shines with the glint of steel and the inside perpetually oozes red with leaking blood. This Mangled is formed from the spiritual energy of living beings that died from being flayed or dismembered.

The Mangled. When a creature dies, its soul passes through the Shadowfell before entering the Astral Plane. Living beings that have died a particularly prolonged, violent, or cruel death that don't remain in the Ethereal plane as ghosts or on the Material Plane as revenants often end up discarding the excess psychic energy of their suffering in the Shadowfell. This excess energy manifests as harrowing creatures known as the Mangled, living embodiments of the suffering that created them. Similar to the Sorrowsworn, the Mangled exist solely to share the suffering that they embody with other creatures.

Seekers of Wholeness. The bloody-ribboned ones wander aimlessly and erratically through the Shadowfell, searching for signs of other living creatures. It has an erratic gait: sometimes stumbling, sometimes uncoiling into an almost serpentine burst of speed. They are particularly deadly when encountered underwater, as their uncoiled form is very versatile at swimming and the blood they ooze from their inner edge clouds the already brackish water to near-opaqueness. When a bloody-ribboned one encounters another living creature, it will attempt to wrap around it and strip the flesh from its body. Some will go into a vicious frenzy, whipping through a creature while ensnaring them, ripping through their limbs in a desperate desire to reclaim those of its own. The attempt is in vain, as any pieces of the deceased creature the bloody-ribboned one claims for its own soon turn to dust. All that is left are pieces of discarded flesh which may begin to twitch and take on a life of their own, eventually bringing into existence a new bloody-ribboned one.

Born of Tearing and Chopping. One of the things all Mangled have in common: they cannot be harmed by what created them. The flesh portion of a bloody-ribboned one is springy and surprisingly tough- it can be pierced if one is precise, but no amount of hacking or slashing seems to leave a mark. What damage would be dealt seems to travel straight through the bloody-ribboned one, perhaps into the unlucky victim it has restrained and whose idiotic friends are only hastening the demise of. Chopping at such a victim only serves to provide the bloody-ribboned one with more vitality as it integrates loosened pieces of flesh into its form, absorbing them through its perpetually bloody side. Eventually, more than just flesh will come off, and the bloody-ribboned one will greedily grab at that too. The limbs it takes it claims as its own, animating them with a portion of its essence to fulfill the satisfaction of having something of a body again.

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  1. Orrery of the Wanderer pp. 92
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