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Blood Fiends

Blood Fiend Lore


Religion DC 15: Blood fiends are a vampiric plague upon the Abyssal Thrall
Abyss, roving whirlwinds of carnage that tear through Medium or Large fiend/undead (demon), chaotic
demonic hosts with a fury that terrifies even creatures of evil
terror.
Religion DC 20: Blood fiends are despised by all demons, Armor Class 17 (Natural Armor)
but most of all by Orcus, as they and the abyssal thralls they Hit Points 30 (4d8 + 12)
raise defy his mastery over the forces of undeath, beholden Speed The speeds it possessed in life
only to their own ravenous hungers.
STR DEX CON INT WIS CHA
Blood Fiend Tactics 18 (+4) 17 (+3) 16 (+3) 2 (-4) 6 (-2) 6 (-2)
Blood fiends never employ stealth or subterfuge, running full-
tilt from battle to battle from the moment of their creation. Damage Immunities Poison
They are hostile to all creatures other than their own Abyssal Condition Immunities Exhaustion, Poisoned
Thralls, but prefer demonic targets, trying always to get the Senses Darkvision 60 ft., Passive Perception 8
finishing blow on one with their Blood Drain so they can Languages Understands Abyssal but can't speak it
raise it as a thrall. Challenge M16 (1,500 XP)
They typically use their Terror Gaze only if they cannot
reach their next intended meal this turn, or with their Minion. If the thrall takes damage from an attack or
Fiendish Glare reaction, otherwise preferring to deal damage as the result of a failed saving throw, its hit points
now. They rarely bother to attack downed non-demon are reduced to 0. If the thrall takes damage from
creatures, instead leaving them to be torn apart by the thralls another effect, it dies if the damage equals or
the fiend raises. exceeds its hit point maximum, otherwise it takes
Blood fiends use their Hurl only on non-demon creatures, no damage.
or if they have grown impatient with a particularly resilient Bound Thrall. Whenever it attempts to attack the
demon and easier prey is within reach. creature that raised it or one of that creature's
They typically make no effort to position themselves near allies, the thrall must make a DC 15 Wisdom saving
demonic corpses to make use of their Bloodmist Rebirth, but throw. On a failed save, the thrall is Charmed by its
when activated immediately leap back into the fray if any target for the next hour and must choose a new
demonic foes they can feed on remain, or flee target or lose the attack.
otherwise.
Actions
Rip and Tear (Group Attack). Melee Weapon Attack:
+9 to hit, reach 5 ft., one creature. Hit: 8 slashing
damage.

Reactions
Blood-Crazed Advance. When a creature within 30
feet takes any piercing or slashing damage, the
thrall can move up to half its speed directly toward
the creature.

Abyssal Thrall Tactics


If not currently Charmed, abyssal thralls always immediately
attack their creator if nearby, though while Charmed through
their Bound Thrall trait become mostly manageable outside
of combat, only rarely attacking their creator's allies.
Once blood is shed, abyssal thralls attack whichever
creature they can reach that was most recently dealt piercing
or slashing damage, and always use their Blood-Crazed
Advance whenever available, even if already engaged with a
different foe.
Blood Fiend Concussive Slam. The fiend slams up to two creatures
grappled by it into each other or a solid surface.
Large fiend/undead (demon), chaotic evil
Each of the creatures must succeed on a DC 18
Armor Class 18 (Natural Armor) Constitution saving throw or take 33 (6d10)
Hit Points 272 (32d10 + 96) bludgeoning damage, or half as much on a success.
Speed 40 ft., climb 40 ft.
A creature that fails this saving throw by 5 or more is
Stunned until the end of the fiend's next turn.
STR DEX CON INT WIS CHA Terror Gaze (Recharge 5-6, Concentration). One creature
21 (+5) 15 (+2) 17 (+3) 16 (+3) 15 (+2) 18 (+4) within 60 feet that the fiend can see must succeed on
a DC 17 Wisdom saving throw or be Frightened for the
Saving Throws DEX +7, CON +8, WIS +7, CHA +9 next minute (Save Ends at end of turn).
Damage Resistances Cold, Fire, Lightning, Necrotic; While Frightened in this way, any attack that hits the
Bludgeoning, Piercing, and Slashing from creature becomes a critical hit.
Nonmagical Attacks
Damage Immunities Poison Bonus Actions
Condition Immunities Charmed, Exhaustion, Frightened,
Demonic Shapechanger. The fiend takes on the form of
Poisoned
Senses Darkvision 120 ft., Passive Perception 12 any Large demon, a Large cloud of crimson mist with a
20 ft. fly speed, or back to its true form. Its statistics
Languages Abyssal, Telepathy 120 ft.
are otherwise the same in each form.
Challenge 16 (15,000 XP)

Bloodmist Rebirth. When it drops to 0 hit points, the Reactions


fiend bursts into a 30 foot radius of crimson mist that Raise Abyssal Thrall (4th Level Spell). When the fiend
heavily obscures the area for 1d4 rounds, after which reduces a Medium or Large demon of CR 10 or below
the fiend may consume a demonic corpse in the area to 0 hit points with its Blood Drain, it can immediately
to gain a new body with 1 hit point and take on the raise the demon as a Abyssal Thrall.
corpse's appearance.
Fiendish Glare (1/Day). When the fiend is reduced
Legendary Resistance (3/Day). If the fiend fails a saving below 137 hit points, it can immediately recharge and
throw, it can choose to succeed instead. use its Terror Gaze.

Actions Legendary Actions


Multiattack. The fiend makes three attacks, one of Bowl Over. The fiend moves up to its speed directly
which may be with its Blood Drain. toward a creature it can see. If it ends this movement
within 5 feet of the creature, the creature must
Blood Drain. Melee Weapon Attack: +10 to hit, reach 5 succeed on a DC 18 Strength saving throw or be
ft., one grappled, incapacitated, restrained, or willing knocked prone.
creature. Hit: 12 (2d6 + 5) piercing damage plus 21
(6d6) necrotic damage and the target must succeed on Hurl. The fiend hurls a Medium or smaller creature that
a DC 18 Constitution saving throw or lose three is grappled by it up to 30 feet. The creature must
unexpended hit dice, or drop to 0 hit points if it succeed on a DC 18 Dexterity saving throw or take 21
cannot. The fiend gains 10 hit points for each hit die (6d6) bludgeoning damage and be knocked prone, or
lost this way by a demon. take half as much damage on a success.
Razor Claws. Melee Weapon Attack: +10 to hit. reach Savage (Costs 2 Actions). The fiend makes two Razor
10 ft., one target. Hit: 12 (2d6 + 5) slashing damage Claw attacks against a creature within 5 feet, or three
and the target is grappled (escape DC 18). Razor Claw attacks if the target is prone.

Creating a Blood Fiend Encounter Groups


Blood fiends don't create more of their kind intentionally, but CR 20 Encounter 12,300 XP
may do so by accident. When a demon of CR 11 or higher 1 Ghoul Adept of Orcus (CR 6)
begins its turn in a space affected by the blood fiend's 5 Abyssal Thralls (CR M11)
Bloodmist Rebirth, it must succeed on a DC 16 Constitution 4 Abyssal Ghouls (CR 3)
saving throw or be infected with Blood Madness.
An infected demon becomes hostile to all other creatures, CR 26 Encounter 30,200 XP
gains the Bloodmist Rebirth trait, and transforms into a 1 Blood Fiend (CR 16)
Blood Fiend if it gains a new body with the trait.
10 Abyssal Thralls (CR M11)
4 Skullpiercer Stirges (CR 1)
Art Credits You Found the Free Books!
Shadowgrange Archfiend by Oleksandr Kozachenko
Bisk, Goblin King by Rae Elderidge

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