Skip to main content

Bloodmaw




Sleek and powerful, the bloodmaw blends the agility of great cat with the strength of a bear into one terrifying beast. The majority of the creature is a covered in a tawny fur, but that of its muzzle and throat are a vibrant red. This, of course, lends the species its name... in part. The bloodmaw also enjoys a secondary, smaller jaw within its throat not unlike that of a moray eel. When killing a prey animal, this secondary jaw tightly grips the victim and bleeds it out quickly.

Bloodmaw

large beast, unaligned

Armor Class 13

Hit Points 32 (5d10 + 5)

Speed 30ft

Str 17 Dex 16 Con 13 Int 4 Wis 14 Cha 6

Skills Perception +4

Senses darkvision 60 ft., passive Perception 14

Languages-

Challenge 2 (450 XP)

Exsanguinate.

If a creature ends its turned grappled by the bloodmaw's inner jaw it takes 2 (1d4) piercing damage and 3 (1d6) necrotic damage from blood loss. Constructs are immune to this effect.

Inner Jaw.

If the bloodmaw hits with its bite attack it may use its bonus action to attack with its secondary, inner jaw. This attack has a +5 to hit, reach 5ft., one target. Hit: 2 (1d4) piercing damage and the creature is grappled, DC 13. The bloodmaw can only grapple one creature at a time this way and cannot use its bite attack while a creature is grappled.

Keen Smell.

The bloodmaw has advantage on Wisdom (Perception) checks that rely on smell.

Pounce.

If the bloodmaw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the bloodmaw can make one bite attack against it as a bonus action.

Actions

Bite.

Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage

Claws.

Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned