Ortifex
Medium Undead, neutral evil (CR 4)Armor Class 12 natural armor
Hit Points 78 (12d8+24)
Speed 0 ft., fly 30 ft., hover true ft.
17 (+3)
10 (+0)
15 (+2)
8 (-1)
13 (+1)
12 (+1)
Skills
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages understands the languages of its creator but canât speak
Challenge Rating 4
Actions
Slam.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.
Blood Siphon (Recharge 6).
The ortifex drains blood from nearby creatures. Each creature within 20 feet of the ortifex must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The ortifex gains temporary hp equal to the single highest amount of necrotic damage dealt. If it gains temporary hp from this action while it still has temporary hp from a previous use of this action, the temporary hp add together. The ortifexâs temporary hp canât exceed half its hp maximum. A creature that doesnât have blood is immune to Blood Siphon.
sizeMedium
typeUndead
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save4
intelligence_save
wisdom_save3
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunitiespoison
condition_immunitiesblinded, charmed, deafened, exhaustion, frightened, poisoned, prone
cr4
reactions
legendary_desc
legendary_actions
special_abilitiesname: Blood Bearer,desc: A creature that subsists on blood, such as a vampire, can use its action while within 5 feet of the ortifex to drain blood from it. The creature can drain up to the ortifexâs current temporary hp, regaining hp equal to that amount. The ortifex then loses temporary hp equal to that amount.,name: Blood Sense,desc: The ortifex can pinpoint the location of creatures that arenât constructs or undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.,name: Hypnotic Heartbeat,desc: A creature that can hear the ortifexâs heartbeat and starts its turn within 60 feet of the ortifex must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed, it is incapacitated and must move toward the ortifex by the most direct route on its turn, trying to get within 5 feet of the ortifex. It doesnât avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, it can repeat the saving throw, ending the effect on a success. Unless surprised, a creature can plug its ears to avoid the saving throw at the start of its turn. If the creature does so, it is deafened until it unplugs its ears. If the creature unplugs its ears while still within range of the ortifexâs heartbeat, it must immediately make the saving throw.
spell_list
page_no287
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/
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Tome of Beasts 2, page no. 287