Ichorbane

by JLUnit

Search GM Binder Visit User Profile

Ichorbane

A creation of Oublivae, a powerful demon also called the Queen of Desolation, the ichorbanes' goal is to wander the planes in order to gather blood for their mistress.

An ichorbane is equipped with a large tank on their back that connects to one of its arms, which is filled with blood by means of an its probiscus. While the blood is for its mistress, it does not hesitate to use its supply to empower itself if it means gathering more blood than what it uses. It can even inject this blood directly into a foe's bloodstream, causing shock to their immune system.

Once its tank is filled, the ichorbane returns to its mistress in the 100th layer of the Abyss, known as the Barrens.

Credits

Art by: Diana Franco
Watercolor done by: SwordMeow



Ichorbane

Large fiend, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 23 (+6) 21 (+5) 14 (+2) 16 (+3) 17 (+3)

  • Saving Throws Dex +10, Con +9, Wis +7
  • Skills Acrobatics +10, Perception +7, Survival +7
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Abyssal
  • Challenge 12 (8,400 XP)

Blood Tank. As a bonus action, the ichorbane can empower itself. When it does so, it may choose one of the following effects, each with a corresponding blood cost:

  • Hasten (2 quarts): The ichorbane gains advantage on the next jagged claw attack, and its speed is doubled for this turn.
  • Injection (2 quarts): The next jagged claw attack deals an extra 14 (4d6) poison damage.
  • Strengthen (6 quarts): The ichorbane gains both the Injection and Hasten effects.
  • Toughen (8 quarts): The ichorbane gains 5d12 temporary hit points.

    The ichorbane has a tank on its back that begins with 10 + 2d4 quarts of blood in it, which can hold up to 250 quarts.

The tank is an object, has AC 20, 60 hit points, resistance to piercing and slashing damage, and immunity to poison and psychic damage. While worn, the tank automatically succeed on saving throws against spells and magical effects, and it takes no damage if it would normally take half damage on a successful save. Destroying the tank prevents the ichorbane from using this feature.

Hampered Flight. If the ichorbane has more than 100 quarts in its tank, its flying speed is halved.

Actions

Multiattack. The ichorbane makes two attacks: one with its blood drain and one with its jagged claw.

Blood Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the target must succeed on a DC 18 Dexterity saving throw. On a failure, the target loses 5 (2d4) hit points due to blood loss, gains a level of exhaustion, and the ichorbane's tank gains 1 quart of blood.

Jagged Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Legendary Actions

The ichorbane can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ichorbane regains spent legendary actions at the start of his turn.

Fly. The ichorbane moves up to its flying speed without provoking opportunity attacks.

Jagged Claw (Costs 2 Actions). The ichorbane makes a jagged claw attack.

Blood Drain (Costs 3 Actions). The ichorbane makes a blood drain attack.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.