Blood Brooder

Large aberration, neutral evil

Armor Class 14 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 20 (+5) 4 (–3) 12 (+1) 5 (–3)

Condition Immunities prone
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
Languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Blood Exchange. As a bonus action, the blood brooder can give hit points to blood bulbs within 5 feet of it, losing hit points so the bulbs gain them. The brooder can’t use this trait if it has fewer than half its hit points.
  • Bulb Pouches. Up to eight blood bulbs can take refuge in pouches on the blood brooder’s sides, entering or exiting a pouch using 5 feet of movement. Bulbs in a pouch are in the brooder’s space and move with the brooder. Blood bulbs have three-quarters cover in these pouches.

ACTIONS

  • Multiattack. The blood brooder makes three spines attacks.
  • Spines. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

ABOUT

Shared Blood. The blood brooder gets its name from the fact that it looks like an armored, spined collection of blood and viscera, and it births smaller orbs called blood bulbs. These offspring are less armored but as sapient and predatory as their parent. With malign guile, these aberrations hunt for other creatures and devour them. Members of this brood protect one another not only by coordinating to defeat foes, but also by exchanging the fluid that makes up their bodies.

Roaming Family. While the brooder rests and births, blood bulbs roam, searching for more prey. They split into packs to hunt, and then report back to their kin. When on the move, the brooder often carries bulbs in pouches on its sides.

  • DC 10 Intelligence (History): Members of the blood brood are ooze-like aberrations. They aren’t as fluid as oozes, but they can’t be knocked prone.
  • DC 15 Intelligence (Arcana): Blood bulbs, which are thought to be infant blood brooders, can attach to prey and engulf the head. They can also hide in pouches on the side of a blood brooder.
  • DC 20 Intelligence (Arcana): The blood brood can exchange blood when close, each supporting the survival of others.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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