Medium monstrosity, chaotic evil

Armor Class 16 (studded leather, shield)
Hit Points 66 (12d8+12) (or +24 if missing a leg)
Speed 30 ft. (or 10 ft. if missing a leg)

12 (+1) 15 (+2) 13 (+1) 15 (+2) 7 (-2) 18 (+4)

Saving Throws Con +3, Wis +0
Skills Deception +6, Persuasion, +6, Insight +0
Damage Resistances necrotic, radiant
Damage Vulnerabilities psychic
Condition Immunities charmed, frightened
Senses passive Perception 8
Languages Celestial, Infernal, one national language
Challenge 4 (1,100 XP)
Proficiency Bonus +2


  • Bloody Inspiration. As a bonus action, the bloodbonded can inspire an ally within 30 feet to an enraged state of bloodlust for one minute. These followers gain 5 temporary hp, resistance to bludgeoning, piercing, and slashing damage, and vulnerability to psychic damage. All attacks made by the bloodbonded followers are reckless, gaining advantage to hit enemies but granting enemies advantage to hit them in turn.
  • Resolute Followers. Allies of the bloodbonded within 60 feet of it have advantage on Charisma and Wisdom saving throws.


  • Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  • Rage Bomb (2/Day). As a bonus action, the bloodbonded can infuse one of its bloodbonded followers who is under the effects of Bloody Inspiration with a fatal fury. This magic causes the follower to foam bloodily at the mouth. If the follower is not slain before the start of the bloodbonded’s next turn, the follower dies and explodes in a shower of superheated blood. Creatures within 10 ft. must make a DC 14 Dexterity saving throw, taking 12 (2d8+3) fire damage on a failure and taking half damage on a success.
  • Blood Boil. The bloodbonded targets a creature it can see within 60 feet and utters words of madness. The target must succeed on a DC 14 Constitution saving throw or take 9 (2d8) fire damage as its blood superheats. The bloodbonded must be able to speak to use this ability.


  • Loyal Followers. When a bloodbonded would take damage from a melee or ranged attack it can see that targets only the bloodbonded, it can use its reaction to call on one of its followers within 5 feet to take the damage instead.


A bloodbonded, at first glance, appears as an acolyte of an Arch Seraph whose vestments and robes are in disrepair. A closer look reveals a maimed body covered in pulsing red markings, generally missing an arm or even a leg. Angelic markings on the skin are replaced with nonsensical runes and patterns, meticulously scrawled in overlapping ways.

Sometimes, these cheated creatures become devotees of Venin, seeing in his tricks the power they sought in justice. Others are torn by their misplaced devotion, renouncing the dark acts and terrible deeds too late. They lose their humanity and the divine powers they were once the sacred (or profane) keepers of.

Manipulative Leaders. The bloodbonded are mad, twisted, and hungry for the power and direction. To regain that power, they promise other desperate souls happiness, power, or vengeance. They gather a cult of the gullible, desperate, or weak, dominating the common folk and making ever-greater demands on their lives and sanities.

Running on Empty. The power of the bloodbonded comes from their own lifeblood and the residue of power left there by the enchantments they willingly bore and so suddenly renounced.

  • DC 10 Intelligence (History): Bloodbonded are victims of their own foolish choices, worshiping false gods and then being driven mad by the ruse.
  • DC 15 Intelligence (Arcana): Bloodbonded use their followers as weapons, even causing them to explode in a wave of fiery blood, which damages nearby creatures.
Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page