Illustration Xan Drake

Bloodsapper

Tome of Beasts 2
Challenge 3
(700 XP)
Robinloft Estimated CR 3
Medium aberration, chaotic evil
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)
CHA
7 (-2)
Saving Throws Con +5
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can't speak
Environments
Blood Scent.

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.

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.

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.

Bloodsapper

Not yet described

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