Bloodsuckle

Large plant, unaligned

Armor Class 14 (natural armor)
Hit Points 90 (12d10+ 24)
Speed 0 ft. (immobile)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+2) 6 (-2) 11 (+0) 11 (+0)

Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages telepathy 100 ft. (only with hosts)
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Blood Drain. The bloodsuckle drains blood from the creature it is grappling. The creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 7 (2d6). This reduction lasts until the creature finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. Bloodsuckles never kill those they have transformed into hosts unless they are extremely hungry.
  • Create Host. As a bonus action while grappling a target, the bloodsuckle injects poison sap into its victim. The creature must succeed at a DC 13 Wisdom saving throw or fall under the effects of a permanent dominate monster spell, at which point the victim is transformed into a host creature. A creature immune to poison is immune to this effect. Lesser restoration or similar magic cast on the host breaks the bloodsuckle’s hold. A victim that becomes a host returns to the plant whenever it calls. It is normally used by the bloodsuckle for feeding purposes, but if the plant comes under attack the host may be summoned for defense. A host with an Intelligence score of 3 or higher that is commanded to act in a manner inconsistent with its alignment (such as attacking allies) is allowed another Wisdom saving throw with advantage to break the bloodsuckle’s control.
  • Generate Seed. Once per month, the bloodsuckle can generate a walnut-sized seed that it implants in a host’s body. The host wanders off and 1d4 days later, the seed breaks open growing a new bloodsuckle inside the host. Each day a host remains implanted with this seed, its hit point maximum decreases by 1d8. When its hit points reach 0, the host dies and a new bloodsuckle erupts from the corpse and takes root. A lesser restoration spell destroys the seedling.
  • Host Sense. A bloodsuckle automatically senses the location of any hosts within 300 feet.
  • Summon Host. As a free action, the bloodsuckle generates a high-pitched whine that only its hosts can hear. A host with 2 miles hears this call and proceeds immediately at its highest rate of speed and in the most direct route toward the plant.

ACTIONS

  • Multiattack. The bloodsuckle makes two tendrils attacks.
  • Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saves. The bloodsuckle can’t use the same tendril on another target while grappling.

Combat Tactics: When a bloodsuckle detects movement within 30 feet, it sends out its long, vine-like tendrils towards the disturbance. If the tendril strikes a living target, it injects sap into the victim which brings it under the plant’s control. A bloodsuckle can automatically detect the presence of one of its hosts within 30 feet and does not attack it. Rather, it lets the host draw close so it can embrace it with its tendrils and consume its blood. Creatures that are not hosts of the bloodsuckle that come within 10 feet are attacked by its woody limbs.

ABOUT

Bloodsuckles are semi-intelligent and immobile plants that gain nourishment from the blood of living creatures. Unlike other carnivorous plants, the bloodsuckle maintains a group of living hosts that it gorges itself on. Bloodsuckles are found in forests, swamps, and rolling hills in climates where the temperate is mild. They are never found in cold climates, but a variety of this plant is thought to exist in warmer regions.

When a bloodsuckle detects movement within 30 feet, it sends out its long, vine-like tendrils towards the disturbance. If the tendril strikes a living target, it injects sap into the victim which brings it under the plant’s control. A bloodsuckle can automatically detect the presence of one of its hosts within 30 feet and does not attack it. Rather, it lets the host draw close so it can embrace it with its tendrils and consume its blood.

Creatures that are not hosts of the bloodsuckle that come within 10 feet are attacked by its woody limbs.

Section 15: Copyright Notice

Aegis of Empires 3: When Comes the Moon (5E) © 2020, Legendary Games; Authors: Matthew Goodall and Greg A. Vaughan. Adapted by Mark Hart.

This is not the complete license attribution - see the full license for this page