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Weird, Blood

Large elemental, chaotic evil

Armor Class 16 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 0 ft., swim 60 ft.

18 (+4) 16 (+3) 15 (+2) 11 (+0) 10 (+0) 10 (+0)

Saving Throws Con +5
Skills Perception +6, Stealth +9
Damage Resistances bludgeoning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses blindsight 30 ft., passive Perception 16
Languages Abyssal, Common
Challenge 8 (3,900 XP)


  • Invisible in Blood. The blood weird is invisible while fully immersed in blood.
  • Blood Bound. The blood weird dies if it spends more than two consecutive rounds outside a large body of blood.
  • Extinguish. When the blood weird successfully hits a Medium or smaller target holding a torch, exposed lantern, or other nonmagical source of fire with its Constrict attack, that fire source is extinguished.
  • Regeneration. The blood weird regains 10 hit points at the start of its turn if it has at least 1 hit point and is at least partially immersed in blood. If the blood weird takes fire damage, this trait doesn’t function at the start of the blood weird’s next turn. The blood weird dies only if it starts its turn with 0 hit points and doesn’t regenerate.


  • Multiattack. The blood weird makes one Constrict attack and uses Siphon Blood.
  • Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16) and pulled five feet toward the blood weird. Until this grapple ends, the target is restrained, the blood weird tries to drown it, and the blood weird can’t grapple another target.
  • Siphon Blood. A grappled creature must make a DC 16 Constitution saving throw. On a failure, it takes 14 (4d6) necrotic damage, and the blood weird regains hit points equal to half the amount of necrotic damage dealt.


Blood weirds are virtually unknown and rarely encountered unless summoned to the Material Plane. Before summoning the weird, casters often fill a large basin or font with the blood of slain foes or captives. Blood weirds wait patiently in their pool for potential prey. When a foe wanders too close, the weird lashes out and wraps itself around the opponent.

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Tome of Horrors 2020, (C) 2020, Necromancer Games