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Blood Orchid Grand Savant

Huge aberration, lawful evil

Armor Class 17 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 13 (+1) 16 (+3) 20 (+5)

Skills Stealth +5
Damage Resistances acid, cold, lightning, fire
Damage Immunities thunder
Senses darkvision 60 ft., passive Perception 13
Languages telepathy 120 ft.
Challenge 9 (5,000 XP)

Special Traits

Actions

  • Multiattack. The blood orchid uses Blood Drain and makes up to three attacks with its tentacles.
  • Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The target is also grappled (escape DC 15). Until this grapple ends the creature is restrained, and the blood orchid can’t use this tentacle on another target. The blood orchid has three tentacles that it can attack with.
  • Blood Drain. The blood orchid feeds on the creature it is grappling. The creature must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.