Sanguinor
The Griffon's Saddlebag: Book Two p. 395 (Third Party)
- Tamaño
- Enorme
- Tipo
- fiend
- Alineamiento
- neutral malvado
- CA
- 19 (natural armor)
- Puntos de golpe
- 319 (22d12+176)
- Velocidad
- walk 50 ft., burrow 30 ft., climb 40 ft.
- Salvaciones
- Con +14, Int +10, Wis +9
- Resistencias
- necrotic, bludgeoning, piercing, and slashing damage from nonmagical attacks
- Inmunidades
- fire, poison
- Inmunidad a estados
- poisoned
- Sentidos
- truesight 120 ft.
- Percepción pasiva
- 13
- Idiomas
- Abyssal, Infernal, telepathy 120 ft.
- Desafío
- 19
- Linaje
- Sanguinor
Rasgos
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.
Acciones
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
Conjuros
Detect Evil and Good, Detect Poison and Disease, Inflict Wounds, Ray of Enfeeblement, Dominate Person, Fly, Suggestion
Otros datos
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.