Large plant, unaligned

Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 0 ft.

16 (+3) 10 (+0) 17 (+3) 6 (-2) 10 (+0) 8 (-1)

Skills Perception +2, Stealth +2
Damage Resistances bludgeoning
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, frightened, poisoned
Senses blindsight 50 ft. (blind beyond this radius), passive Perception 12
Challenge 3 (700 XP)


  • Multiattack. The bloodsuckle makes two Tendril attacks and four Raking Limb attacks.
  • Tendril. Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: The target is grappled (escape DC 13) and injected with mind-altering sap. Such targets must succeed on a DC 15 Wisdom save or become charmed. If a target or its allies are currently in combat with the bloodsuckle, the target has advantage on this saving throw. Those who fail are released immediately but compelled to remain near the bloodsuckle and submit to its Blood Drain ability. A charmed creature may make a new save each time it takes damage from a source other than Blood Drain. Grappled targets who fail to break free are pulled to within 10 feet, in range of the bloodsuckle’s raking limbs.
  • Raking Limb. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage. The bloodsuckle only rakes targets it has failed to turn into blood hosts or who present urgent danger to its survival.

Bonus Actions

  • Blood Drain. The bloodsuckle can drain blood from each of its charmed hosts dealing 7 (2d6) necrotic damage per round. It will stop drawing from a host when that host reaches 25% of its maximum hit points, hoping to preserve sources of food as long as possible.


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

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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