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Bloodman

Medium aberration (shapechanger, titanspawn), neutral evil

Armor Class 13
Hit Points 59 (7d8 + 28)
Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 18 (+4) 5 (-3) 10 (+0) 5 (-3)

Damage Resistances piercing and slashing attacks
Senses blindsight 30 ft., darkvision 60 ft.; passive Perception 10
Languages Titan Speech (can’t speak)
Challenge 4 (1,100 XP)

Special Traits

  • Amphibious. The bloodman can breathe air and water.
  • Create Spawn. Once during a short rest, a bloodman that has drained at least 25 hit points from other creatures with its Absorb Blood attack can spawn a new bloodman from its own body. The newly created bloodman emerges into an unoccupied space adjacent to the original bloodman, with 25 current hit points. A newly spawned bloodman cannot use Create Spawn until 24 hours have passed.
  • Keen Smell. The bloodman has advantage on Wisdom (Perception) checks that rely on smell.
  • Shapechanger. The bloodman can use its action to assume a fluid state, becoming an ooze-like pool of ichor, or change back into its vaguely humanoid form. In its ooze form, the bloodman can’t attack, but its swim speed increases to 40 feet and it gains resistance to all bludgeoning, piercing, and slashing damage. Otherwise, its statistics are the same in either form.

Actions

  • Absorb Blood. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained. While it maintains this grapple, the bloodman doesn’t attack. Instead, at the start of each of the bloodman’s turns, the target loses 11 (2d10) hit points due to blood loss. The bloodman regains a similar number of hit points. The bloodman can end the grapple itself by spending 5 feet of its movement. It does so after it drains at least 36 hit points of blood or once its current target dies.
  • Pool Form. A bloodman in either humanoid or ooze form may touch another willing bloodman and cause them both to merge their bodies together into a larger pool of ooze. Any number of bloodmen may join the pool by using an action to touch the pool; for every 4 bloodmen that merge in this way, the pool increases by one size, to a maximum of Gargantuan with 12 or more bloodmen. A merged bloodman pool’s hit point total is equal to the sum of all members’ current hit points. Otherwise, the pool’s stats are the same as that of a bloodman in ooze form. A bloodman pool acts as a single unit on the initiative of the first bloodman to initiate Pool Form. When a bloodman leaves the pool on its turn (a move action), divide the pool’s remaining hit points equally among all merged individuals, rounded down. Any bloodmen that leave the pool get one equal share of those hit points. Newly separated bloodmen all act on the same initiative as the pool.

About

The bizarre creatures known as bloodmen would seem pathetic if they weren’t so obviously hostile. Each is a vaguely humanoid mass of crimson gore with rudimentary limbs, its head little more than a round extrusion with vague holes where its eyes and mouth should be. A bloodman moves with a shambling, undulating gait, leaving a scarlet trail behind it.

Servants of Blood. Living masses of blood, broken bone, and emulsified organs, bloodmen need to absorb fresh blood to survive, so they tend to move about constantly in search of victims. Small animals are sufficient to keep a lone bloodman alive for a while, but a colony requires larger prey.

Communal Parasites. Bloodmen can also join together in groups, merging their forms together in a purely liquid state, appearing as an oily pool of dark, bloody fluid. They sometimes live in colonies, which gather together in several large pools, and they often travel together in this state.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb