Blood Fiend

Blood fiend stat block. Full text available below.

Blood Fiend
Medium monstrosity, chaotic evil
Armor Class 17 (natural armor)
Hit Points 133 (14d8 + 70)
Speed 40 ft., fly 50 ft.
Str 20 Dex 18 Con 20 Int 14 Wis 16 Cha 18
Skills Intimidation +8, Perception +7
Senses darkvision 120 ft., passive Perception 17
Languages Primordial
Challenge 9 (5000 XP)
Blood Frenzy. The blood fiend has advantage on melee attack rolls against any creature that has half its hit points or fewer.
Magic Weapons. The blood fiend’s weapon attacks are magical.
Actions
Multiattack.
 The blood fiend can use its Terror Gaze and makes five attacks: four with its claws and one with its bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. If the target is a creature, the blood fiend gains 10 temporary hit points and the target is grappled (escape DC 14). Until this grapple ends, the target takes 5 (1d10) piercing damage at the start of each of the blood fiend’s turns.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.
Terror Gaze. The blood fiend targets one creature it can see within 30 feet of it. If the target can see the blood fiend, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for one minute. If the target fails the saving throw by 5 or more, it is also paralyzed while frightened in this way. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Terror Gaze of all blood fiends for the next 24 hours.

This four armed humanoid has completely hairless skin the color of fresh blood, and a massive, oversized mouth lined with razor sharp teeth. Its hands consist of jagged claws, dripping gore from their most recent kill.

Blood fiends are another creation from the early divine wars, this one by a Primordial being using elemental energy as a basis for them. They have long since left the elemental planes behind, forging out to establish themselves in other spots around the multiverse, but they remain a deadly threat wherever they decide to rest. 

Granted an endless hunger for blood, they form into packs to hunt as a group. Even a single blood fiend is a grave threat, and packs of them have been known to drag down beings as powerful as angels or pit fiends. They are also dangerously intelligent, capable of outsmarting those who think them as mere beasts, and getting the better of those who would seek to bargain with or use them. The only thing that can buy a blood fiend’s loyalty is the promise of far more blood than it would get from feeding off of the one bribing it, or a strength that can convince the fiends that there’s no hope of victory. 

Originally from the 4th Edition Monster Manual. If you like this post, consider following my Patreon to get access to content like this a week ahead of everybody else, plus updates on other projects I’m working on!

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