Bloodmare

Large beast, neutral evil

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 20 (+5) 3 (-4) 10 (+0) 20 (+5)

Armor Class 15 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 60 ft.
Skills Perception +2, Survival +2
Senses darkvision 120 ft., passive Perception 12
Languages
Challenge 4 (1,100 XP)

Special Traits

  • Equine Call. When the bloodmare calls, all horses within 1,000 feet must make a DC 15 Wisdom saving throw. On a failure, the horse will do everything in its power to follow the bloodmare, including trying to break free of restraints, until it is out of range of the call for one minute. Another creature that is riding the horse or otherwise has an opportunity to control it may grant the animal advantage on the roll by succeeding at a DC 17 Wisdom (Animal Handling) or Strength (Athletics) check. A horse that resists the call is immune to this ability for 24 hours.
  • Keen Smell. The bloodmare has advantage on Perception checks that rely on scent, and can automatically smell any horse within one mile.
  • Tireless at Night. From sunset to sunrise the bloodmare is immune to exhaustion.
  • Trampling Charge. If the bloodmare moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the bloodmare can make another attack with its hooves against it as a bonus action.

Actions

  • Multiattack. The bloodmare makes two attacks, one with its hooves and one with its bite.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tactics

A wild bloodmare will avoid most combat, except when it feeds on other horses. The bloodmare will lead horses on wild nighttime gallops until their prey gain several levels of exhaustion (depending on the number and strength of the other horses) then turn back to kill their weakened victims.

Description

The horse has the size and bearing of a powerful warhorse, clean-limbed and strong, but its greenish-black coat reflects no light and its eyes are the color of clotted blood. Its teeth and hooves are sharply pointed, allowing it to tear flesh from its prey.

Any horse that breaks free from its line or is released by its master bolts toward the bloodmare, which then runs into the distant hills. It leads until the other horses become exhausted, then turns back to kill and eat its prey. The bloodmare returns each night so long as a group still has horses to prey upon, disappearing only after the last has been killed.

In recent years, many lords have tried capturing wild bloodmares and turning them into warhorses, although with mixed results. A rider, generally one inclined toward evil, who manages to be accepted by a bloodmare will find it to be a fearless and ferocious steed, and especially valuable for nighttime travel. However, even a tamed bloodmare may, on occasion, succumb to its cannibalistic tendencies.

Section 15: Copyright Notice

Creature Collection 5e Copyright 2020 Onyx Path Publishing, Inc.

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