Blood elementals are restless spirits that possessed blood and/or water defiled by blood. They usually want to take revenge aginst those that killed it, but they also may simply want ot drink someone's blood to become larger and more powerful. A kavajan legend tells about a "Red Lake" where barbarians were killed and hidden by colonists so they wouldn't tell anyone about the gold and silver hidden in the same lake. Some versions of the tale say that the spirits want that someone obtains the treasure to free them of their curse, other versions say this is just a story to attract people. It is also said that the lake, colored blood-red, is depthless, and its level never changes no matter how much it rains.
Blood Elemental
Medium undead, any alignmentArmor Class 14 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 30 ft., swim 90 ft.
STR | DEX | CON | INT | WIS | CHA | ||
---|---|---|---|---|---|---|---|
18 (+4) | 13 (+1) | 18 (+4) | 10 (+0) | 12 (+1) | 10 (+0) |
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 5
- Ethereal Sight. The blood elemental can see 60 feet into the Ethereal Plane.
- Water 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.
ACTIONS
- Multiattack. The blood elemental makes two slam attacks.
- Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
- Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage.
- Leeching. Melee Weapon Attack: +7 to hit, reach 5 ft., a creature that is grappled by the elemental, incapacitated or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the elemental regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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