5e SRD >Creatures >

Blood Orchid


    Large aberration, lawful evil

    Armor Class 14 (natural armor)
    Hit Points 76 (9d10 + 27)
    Speed 5 ft., fly 30 ft.

    15 (+1) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 13 (+1)

    Skills Stealth +4
    Damage Resistances acid, cold, lightning, fire
    Damage Immunities thunder
    Senses darkvision 60 ft., passive Perception 11
    Languages telepathy 120 ft.
    Challenge 5 (1,800 XP)

    Special Traits

    • Hyper-Awareness. A blood orchid cannot be surprised.
    • Telepathic Bond. Blood orchids have a telepathic link to other blood orchids that are within 120 feet.


    • Multiattack. The blood orchid uses Blood Drain. It then makes up to three attacks with its tentacles.
    • Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. The target is also grappled (escape DC 11). While grappled this way, the creature is restrained. Until the grapple ends, the blood orchid can’t use this tentacle on another target. The blood orchid has three tentacles that it can attack with.
    • Blood Drain. The blood orchid feeds on the creature it is grappling. The creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


    This beast has three downward curving “petals” of flesh with dark, pebbly outer hides and pallid whitish undersides. The petals converge at the blood orchid’s center and end with split tips. On its underside at the center, dangle a swarm of writhing pallid tentacles: sixteen manipulator arms and eight thinner tendrils with red eyes at the ends. At the center of these tentacles is a sphincter-shaped mouth at the end of a flexible trunk one foot long and six inches in diameter. At the apex of the creature, there is another cluster of eye tendrils.

    Blood orchids are territorial, xenophobic, and possessive. They rarely form alliances with other creatures as their alien mindset keeps them from forming any common ground. They regard other races as aberrant and not to be trusted, even other lawful creatures.

    Communication by blood orchids is through a means of empathy/telepathy. They have no sense of hearing, which helps render them immune to sonic effects. The blood orchid can close its outer petals downward and rest on the ground, where it resembles a rocky nodule or fungus of some kind.

    Blood orchids occasionally develop sorcerous talents and transform into savants. When their abilities have reached a certain level, they can evolve into a grand savant. Normally each colony of blood orchids is led by a single grand savant, and another cannot evolve while one is present. Typically, a blood orchid savant ready to become a grand savant leaves the colony with a few followers and sets out to establish a new brood elsewhere.

    Section 15: Copyright Notice

    Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb