Bloodsapper

Medium Aberration, chaotic evil (CR 3)

Armor Class 14 natural armor

Hit Points 90 (12d8+36)🎲

Speed 40 ft., climb 20 ft.


STR

16 (+3)

DEX

14 (+2)

CON

16 (+3)

INT

5 (-3)

WIS

12 (+1)

CHR

7 (-2)


Skills perception 3, stealth 4, survival 3

Senses darkvision 60 ft., passive Perception 13

Languages understands Common but can’t speak

Challenge Rating 3

Actions

Claw.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Draining Tongue.

Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn’t attack. Instead, at the start of each of the bloodsapper’s turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper’s tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper’s tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp.

Bloody Breath (Recharge Special).

The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can’t use Bloody Breath again until it has drained at least 25 hp of blood from a creature.


sizeMedium

typeAberration

group

alignmentchaotic evil

strength_save

dexterity_save

constitution_save5

intelligence_save

wisdom_save

charisma_save

perception3

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr3

reactions

legendary_desc

legendary_actions

special_abilitiesname: Blood Scent,desc: A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn’t have all its hp.

spell_list

page_no44

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

Find the complete stats on: Open5e

Tome of Beasts 2, page no. 44
Other formats: JSON

← Blood Zombie Bloodstone Sentinel →