Sanguinor

The Griffon's Saddlebag: Book Two p. 395 (Third Party)

Size
Huge
Type
fiend
Alignment
neutral evil
AC
19 (natural armor)
Hit Points
319 (22d12+176)
Speed
walk 50 ft., burrow 30 ft., climb 40 ft.
Saving Throws
Con +14, Int +10, Wis +9
Resistances
necrotic, bludgeoning, piercing, and slashing damage from nonmagical attacks
Immunities
fire, poison
Condition Immunities
poisoned
Senses
truesight 120 ft.
Passive Perception
13
Languages
Abyssal, Infernal, telepathy 120 ft.
Challenge
19
Lineage
Sanguinor
STR
26
+8
DEX
16
+3
CON
27
+8
INT
18
+4
WIS
17
+3
CHA
23
+6

Traits

Proficiency Bonus

+6

Aura of Punishment

Whenever a hostile creature within 10 feet of the sanguinor takes damage, that creature takes an extra 5 (1d10) necrotic damage.

Innate Spellcasting

The sanguinor's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The sanguinor can innately cast the following spells , requiring no material components.

  • At will: detect evil and good, detect poison and disease, inflict wounds (as a 3rd-level spell), ray of enfeeblement
  • 1/day each: dominate person, fly, suggestion

Magic Resistance

The sanguinor has advantage on saving throws against spells and other magical effects.

Magic Weapons

The sanguinor's weapon attacks are magical.

Reckless

At the start of its turn, the sanguinor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against is have advantage until the start of its next turn.

Actions

Multiattack

The sanguinor makes three attacks: one with its sing and two with its trident. It can cast any of its at will spells in place of one trident attack.

Sting

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (3d4+8) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 22 Constitution saving throw or become poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Trident

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) piercing damage plus 10 (3d6) necrotic damage.

Boil Blood

The sanguinor aattempts to magically boil the blood of up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw, taking 39 (6d12) fire damage and 39 (6d12) necrotic damage on a failed save, or half as much damage on a successful one. A creature that is poisoned by a sanguinor's sting has disadvantage on this saving throw, and a creature that doesn't have blood is immune to this effect.

recharge

D5

Spells

Detect Evil and Good, Detect Poison and Disease, Inflict Wounds, Ray of Enfeeblement, Dominate Person, Fly, Suggestion

Other data

description

The elite fiendish sanguinor are crystalline humanoid creatures with poisonous scorpion-like tails and potent blood magic abilities. Fueled entirely by wrath and their craving for blood, they passively and actively drain the life force of those around them. When fighting, any spilt blood soaks into their mineral bodies, emphasizing the almost fiery refractive veins and arteries visible within.