Bloodsapper
Medium Aberration, chaotic evil (CR 3)Armor Class 14 natural armor
Hit Points 90 (12d8+36)
Speed 40 ft., climb 20 ft.
16 (+3)
14 (+2)
16 (+3)
5 (-3)
12 (+1)
7 (-2)
Skills perception 3, stealth 4, survival 3
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but canât 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 doesnât attack. Instead, at the start of each of the bloodsapperâs 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 bloodsapperâs tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapperâs 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 isnât 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 canât 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 doesnât 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