Bloody Avenue

Huge construct, unaligned

Armor Class 17 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft.

23 (+6) 8 (–1) 20 (+5) 5 (–3) 12 (+1) 5 (–3)

Skills Perception +5
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Languages understands one language but can’t speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4


  • Disguised Appearance. While the bloody avenue remains motionless, it is indistinguishable from a normal roadway. Other creatures can occupy the avenue’s space while it remains motionless. A creature who uses an action to examine the roadway and succeeds on a DC 15 Intelligence (Arcana or Investigation) check spots the blood-tinged mortar with bits of bone and tiny runes on the cobbles, which can give the nature of the avenue away.
  • Mire. The ground within 40 feet of the bloody avenue is difficult terrain for creatures of the avenue’s choice. Such a creature that enters that area for the first time on a turn or starts its turn there must succeed on a DC 17 Strength saving throw or become grappled by the ground (escape DC 17). A creature that fails by 5 or more is restrained while grappled in this way.
  • Rise. On the bloody avenue’s first turn, as it acts, it takes a serpentine form. When it does, each other creature in its space must make a DC 18 Dexterity saving throw. On a failure, the creature is pushed to an unoccupied space within 5 feet of the avenue and knocked prone. If the save succeeds, the creature can choose the space it is pushed into and doesn’t fall prone.


  • Multiattack. The bloody avenue makes two attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  • Hurl Rubble. Ranged Weapon Attack: +10 to hit, range 60 ft./120 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.


  • Alarum (Recharges after a Short or Long Rest). When trigger conditions are met, such as specific, identifiable creatures arriving on or near the bloody avenue, the avenue can alert another creature within 1 mile. That creature receives a telepathic image of the reason the avenue sent the alert.


Grisly Masonry. The lengths to which evil dictators go to maintain power beggars the imagination. Wicked minions, obedient thralls, and greedy mercenaries are all tools to hold sway over a population. One of the most horrifying and imaginative instruments, however, is the bloody avenue.

Arcanists mix the blood and bones of slain foes with the masonry of city streets, making them weapons of subjugation. The ritual connects the senses of the bloody avenue to other servants of the city’s overlord. Using this bond, bloody avenues deliver information to other agents in the city.

Stone and Bone. When a bloody avenue attacks, dirt, stone, and bone coalesce into a malleable snakelike form. It can mire anyone standing on it when it activates, and it can slam nearby enemies or hurl rubble at them.

  • DC 15 Intelligence (History): Rulers with few scruples and access to powerful arcane rituals have turned streets into guardian constructs. The telltale signs of this ritual are blood and bone in the masonry and tiny runes on the cobbles.
  • DC 20 Intelligence (Arcana): A bloody avenue is hard to escape—it mires those around it in rubble. It can also alert other beings, such as the city watch.
Section 15: Copyright Notice

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

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