Blood Effigy

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Blood Effigies are created through a foul ritual in which a humanoid is sacrificed and drained of all their blood. A fiend then forms a solid body out of the blood. While the ritual is utterly despicable, it is not terribly difficult, so common folk tend to be more aware of Blood Effigies than other demons. Given the bright red color of a young Blood Effigy and the darker burgundy color of an older Blood Effigy, this has led to the incorrect stereotype that all demons are red.

Blood Effigy

Monster Level: 10
Medium. Humanoid Fiend (Occult)
STR DEX END AWR INT CHA
2 4 4 2 2 1
Ref: 14 Fort: 14 Ant: 12 Log: 12 Will: 11
Resist Occult 7
Armor Rating 13 Vulnerable Divine 2
Hit Points 72 DR 2/Magical Weapons
Speed 30ft Immune Nonmagical Weapons
Senses Darkvision 30ft
Traits Immutable, Unerring Mind, Regen 3
Features
Boiling Blood. Any creature that makes a successful melee attack against the Blood Effigy must make a DC 14 FORT check or take 2 (1d4) fire damage.
Malleable Form. The Blood Effigy can use its move action to pass through spaces as small as 1 inch, but cannot end its turn in any space too small for a Medium sized creature. If it does, it takes 13 (2d12) blunt damage.
Actions

The Blood Effigy can take THREE of the following actions, or take the same action three times.

Move. The Blood Effigy can move up to its speed
Blood Splash. Reach 5ft Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) fire.

OR the Blood Effigy can MOVE and take the following action.

Exsanguinate. Reach 5ft Natural Weapon. +4 vs FORT. Hit: 7 (1d6+4) fire and the Blood Effigy regains HP equal to the damage it dealt. Additionally, the target’s HP maximum is lowered by the amount of damage dealt. If creature’s maximum HP reaches 0, it immediately dies. Maximum HP lost by Exsanguinate is restored by a Lesser Restoration ritual or similar magic, or by Taking a Rest.

Features

Boiling Blood. Any creature that makes a successful melee attack against the Blood Effigy must make a DC 14 FORT check or take 2 (1d4) fire damage.

Malleable Form. The Blood Effigy can use its move action to pass through spaces as small as 1 inch, but cannot end its turn in any space too small for a Medium sized creature. If it does, it takes 13 (2d12) blunt damage.

Actions

The Blood Effigy can take THREE of the following actions, or take the same action three times.

Move. The Blood Effigy can move up to its speed

Blood Splash. Reach 5ft Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) fire.

OR the Blood Effigy can MOVE and take the following action.

Exsanguinate. Reach 5ft Natural Weapon. +4 vs FORT. Hit: 7 (1d6+4) fire and the Blood Effigy regains HP equal to the damage it dealt. Additionally, the target’s HP maximum is lowered by the amount of damage dealt. If creature’s maximum HP reaches 0, it immediately dies. Maximum HP lost by Exsanguinate is restored by a Lesser Restoration ritual or similar magic, or by Taking a Rest.