Sanguine Fiend V 2

by CREEDOFWAR22

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The Sanguine Fiend

Scavenger of Carnage

"Never stray too long in the fields of the freshly departed. Death will come and guide the souls to the afterlife, but their blood... Oh, that is for something unholy and it is famished."


The origins of the Sanguine Fiend are unknown. Many rumor that it is the result of forgotten magic gone wrong, a paladin that broke his oaths, or even the rage incarnate of a victim of atrocity.


Erupting from a humanoid corpse it may had called home, it will wander to closest source of exposed blood (often battlefields). It appears as a 13 ft. tall gaunt humanoid skinned from head to toe. Its eyes are missing with paper thin wings wrapped around its torso.


It will mummify surrounding corpses and creatures as it draws in their blood through the air. Walking from one battlefield to the next, it will leave a trail of large bloody footprints behind.


Though it prefers corpses, it will go after living creatures. The Sanguine Fiend has no sense of self preservation and will bleed itself to death trying to drain its prey.


Preferring to end fights quickly, it will use Blood Shards to amplify its attacks and Blood Bond to punish its attackers.


If surrounded, the Sanguine Fiend may create a fog of blood to obscure it victims or summon huge amounts of blood to slam down on them. It will counter healing magics and prevent prey from escaping by bending the blood within them.


If slain, the Sanguine Fiend revives in a week bursting from the nearest corpse to where it died. Only a day long ritual performed on hallowed ground can truly destroy its body.



The Sanguine Fiend

Large Demon, Chaotic Evil


  • Armor Class 9 (Exposed Flesh)
  • Hit Point 453 (30d10 + 153)
  • Speed 40 ft., fly 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 28 (+9) 2 (-4) 2 (-4) 24 (+7)

  • Saving Throws Str +12, Con +15, Cha +13
  • Skills Athletics +12, Intimidation +13, Perception +2, Stealth +4, Survival +2
  • Damage Vulnerabilities radiant
  • Damage Immunities poison, necrotic; bludgeoning, piercing, and slashing from non-magical attacks that aren't silvered
  • Condition Immunities charmed, frightened, exhausted, poisoned
  • Senses blindsight 20 ft., passive Perception 12
  • Languages N/A
  • Challenge 17 (18,000 XP)

Traits

Blood Sight. The Fiend is eyeless but has an unnatural sense for blood and treats creatures containing blood within 120 ft. as if it could see them.

Mindless Demon. The Fiend has no care for its well being and needlessly hurts itself to reach sources of blood quickly. It starts combat missing 2d100 + 50 hp.

The Fiend automatically succeeds intelligence or wisdom saving throws due to its insanity.

Brutal Resistance. The Sanguine Fiend can sacrifice 5 hp to add +1 to a saving throw. To add more, it must sacrifice an additional 5 hp per point up to +5.

Perpetual Bleeding. Unless walking 5 ft. a round or less. The Fiend loses 1d4 hp per 10 ft. moved and 1d8 hp per 10 ft. flown.

Where ever the Fiend walks, it leaves a cursed trail of bloody footprints that lasts for a day. If a creature walks on this trail, it must make a DC 19 Wisdom saving throw. If the saving throw fails by 5 or more, the creature is stunned until the end of their next turn. Otherwise, the creature is frightened until the end of their next turn.

Blood Magic. The Sanguine Fiend's innate spell casting ability is Charisma (spell save DC 21). It can innately cast the following spells, up to 5th level requiring 5 hp per spell level instead of using spell slots or components.

At Will: Fog Cloud (Mist of blood centered on itself) Arms of Hadar (The arms are blood) Counterspell (Blood tears out of its eye sockets)

Create or Destroy Water, Tidal Wave, Maelstrom (Blood instead of water)

Dominate Person or Beast and Hold Monster (Only work on creatures with blood, Constitution save)

Blood Shards (bonus action). The Fiend creates shards of blood. By sacrificing 5 hp, the Sanguine Fiend adds 2d8 piercing or slashing damage to its next attack made. It can spend an additional 5 hp to add another d8 up to 5d8 piercing or slashing damage total.

Blood Siphon (1/round). The first time the Fiend hits a creature filled with blood on its turn, that creature must make a DC 19 Constitution saving throw. On a failure, the creature takes their constitution score in damage and the Fiend regains that much plus 28 hp.


Actions

Multiattack. The Sanguine Fiend makes three attacks using a combination of either claw, wing and losing the respective amount of hp.

Claw (-1 hp). Melee Weapon Attack: +12, Reach 5 ft., One Target Hit: 13 (2d8 + 6) slashing damage.

Wing (-1 hp). Melee Weapon Attack: +12, Reach 15 ft., One Target Hit: 11 (2d6 + 6) bludgeoning damage.

Blood Shot (-5 hp). Ranged Weapon Attack: +13, Reach 120 ft., One Target Hit: 13 (2d10 + 7) piercing damage.

Mummify. The Fiend targets a creature with 0 hp or that is dead within 5 ft. That creature makes a DC 17 Constitution saving throw or dies losing all their blood as the Fiend absorbs it regaining 28 hp.

Howl of Blood (Recharge 6). If the Fiend has 100 or less hp, it can sacrifice 10 hp to release a blood curdling howl.

Creatures that are within 60 ft. filled with blood must succeed a DC 19 Constitution saving throw or take force damage equal to their constitution score. The Fiend regains hp equal to half the damage plus 14.

As well, each creature must succeed a DC 19 Wisdom saving throw. If the saving throw fails by 5 or more, the creature is stunned until the end of their next turn. Otherwise, the creature is frightened until the end of their next turn.

Reaction

Blood Bond (Recharge 5-6) Whenever the Sanguine Fiend is damaged by an attack or spell, it can choose to sacrifice hp up to the amount of damage taken. The creature that was the source of the attack or spell than takes force damage equal to double the amount of hp sacrificed. This only works on creatures with blood and creates black symbols on the fiend until the ability recharges.


Legendary Actions (3/round)

The Sanguine Fiend can take 3 legendary actions per round, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Fiend regains these actions at the beginning of each of its turns.

Attack. The Fiend makes one attack.

Move. The Fiend moves up to its speed.

Blood Curse (1/round). The Sanguine Fiend can spend 15 hp to use Blood Siphon on a creature currently marked with Blood Symbol that is within 120 ft. This action does not count towards the number of times blood siphon can be used in a round.

Blood Symbol (Two Actions). Range up to 120 ft. The Fiend targets a creature that it had damaged since the beginning of it last turn. That creature must make a DC 19 Charisma saving throw or be magically marked.

Every time the Sanguine Fiend hits them with an attack, they take an extra 1d6 force damage. As well, the Sanguine Fiend always knows what direction they are in. The mark can only be removed with Remove Curse.

Art Credit:

Page 1: ZJ AKA Doodling Detective (IRL request)

Page 2: *Top Battlefield Devastation by Nick Harran (Art Station)

Page 2: *Bottom Right The Blood Witch by Calder Moore (Art Station)

Page 3-4: *Background Iconic Age II by Vasilisa Forbes (Pinterest)

Page 3: *Bottom Carnage by Adam Burn (Iamag Inspiration)

Page 4: *Top Right by Courtsey of Sony Pictures (Venom: Let There Be Carnage)

Page 4: *Second Right Egyptian Mummy by Vickie Moss (The Iola Register)

Page 4: *Third Right by Courtsey of Sony Pictures (Venom: Let There Be Carnage)

Page 4: *Bottom Right Scanners by David Cronenburg (Scanners the movie)

Page 5: *Background Berserk Mark by Vigor Gustafsson (Pinterest)

 

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