Blood Bulb

Small aberration, neutral evil

Armor Class 13
Hit Points 11 (2d6 + 4)
Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 3 (–4) 10 (+0) 3 (–4)

Condition Immunities blinded, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages
Challenge 1/4 (50 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Blood Exchange. As a bonus action, the blood bulb can give hit points to one blood brooder or another blood bulb within 5 feet of it, losing hit points so the other creature gains them. The bulb can’t use this trait if it has fewer than half its hit points.

ACTIONS

  • Attach. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Medium or smaller, the blood bulb enters its space and attaches to it. Also, if the blood bulb has advantage on the attack roll, it attaches by engulfing the target’s head. Such a target is blinded and unable to breathe while the blood bulb is attached in this way. While attached to the target, the blood bulb can attack only the target but has advantage on its attack rolls to do so. On a hit, the target loses an extra 2 (1d4) hit points to blood loss. The blood bulb moves with the target, and if it moves on its own, it detaches. Doing so costs the blood bulb 5 feet of movement. A creature can use an action to detach a blood bulb. Doing so requires a successful DC 13 Strength (Athletics) check.
Section 15: Copyright Notice

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

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