Blood Beast

Revision as of 05:32, 9 February 2024 by Spazztaztic (talk | contribs) (Imported monster stat block)

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Horrifying fiends that resemble felines, Blood Beasts stalk the jungles of Ogshora looking for any creature that might have wandered astray. Some Blood Beasts have coarse red or black fur, but most are hairless.

Blood Beast

Monster Level: 27
Large. Fiend Monstrosity
STR DEX END AWR INT CHA
7 7 6 6 0 0
Ref: 17 Fort: 16 Ant: 16 Log: 10 Will: 10
DR 5/ Magical weapons and Silvered weapons
Armor Rating 18 Vulnerable Divine 4
Hit Points 315 Immune Necrotic
Speed 50ft Senses Darkvision 120ft
Traits Immutable, Steel mind, Regen 15
Features
Scent of Blood. When a creature has taken damage from the Bleeding condition since the Blood Beast’s last turn, the Blood Beast gains +4 TA and +4 damage when making melee attacks against that creature. Additionally, the Blood Beast knows the location of any creature with the Bleeding or Bloodied conditions within 1 mile of it.

Scent of Fear. If the Blood Beast moves towards a creature with the Frightened or Broken condition, it can move 10ft closer to that creature. Pounce. If the Blood Beast has moved at least 20ft before making a Claws attack, it makes the attack with TA and knocks the target Prone on a hit.

Actions

The Blood Beast can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Blood Beast can move up to its speed.

Claws. Reach 5ft Natural Weapon. +7 vs AR. Hit: 23 (3d10+7) sharp.

OR the Blood Beast can take ONE of the following actions…

Move. The Blood Beast can move up to its speed.

Claws. The Blood Beast can attack with its Claws

...AND take ONE of the following actions.

Rip and Tear. Reach 5ft Natural Weapon. +7 vs AR. Hit: 34 (5d10+7) sharp, and make an additional attack: +6 vs FORT. Hit: The creature contracts Beasian Boils (see Bellow).

Bloodthirty Howl. 60ft Radius Natural Weapon. +6 vs WILL. Hit: Creature is Frightened for 1 minute. If already Frightened, a creature is Broken for 1 minute instead. Miss: A creature is immune to this ability from any Blood Beast for 24 hours.

Reactions
Bristle (1/Turn). When a creature moves into the Blood Beast’s reach, it may make a reactive Claws attack against them.

Beasian Boils.

An infected creature gains the following symptoms at the start of each of the following days (after Taking a Rest, if they were able to Rest). The effects are cumulative.

Day 1: Become Sickened as brown-green boils blister up just beneath your skin. Some might burst and ooze fluorescent lime green gunk.

Day 2: You gain Iron Will and Steel Mind as a fog takes hold in your brain. You also cannot benefit from the Focused or Rallied conditions.

Day 3: While in combat, when you are Bloodied, you have Bleeding 1d4 as more of your pustules split open. Coarse hair begins sprouting along your body.

Day 4: Make and END check. If you roll above a 17, you gain 1 Fatigue and make this roll again on the following day. If you roll below a 17, you transform into a Blood Beast Spawn. As a Blood Beast Spawn, you have the stats of a Dire Hyena and can no longer distinguish ally from enemy. When you hit someone with your Bite attack, make a secondary attack: +3 vs FORT. Hit: The creature contracts Beasian Boils.

Treatment

Curing the Beasian Boils requires one or more INT/Medicine checks. Each check must include herbs and bandages soaked in medicinal salves mixed with silver shavings. Each application of this medicine costs at least 80 sc, which the process consumes. You cannot receive more than 1 check per 24 hours.

The DC to treat this disease is 17. If you receive treatment within 24 hours of being hit, you are cured. Otherwise, you need to receive two successful treatments to be cured.

If you are a Blood Beast Spawn, Greater Restoration and similar magic can remove the disease and restore you to your previous state.