The Sanguine Fiend

by CREEDOFWAR22

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The Sanguine Fiend

Rumors and Sightings

The battlefields of war are dangerous, but the blood in the air, brings something worse.

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The origins of the Sanguine Fiend are unknown. Many rumor that it is the result of forgotten magic gone wrong, a paladin that broke his oaths, or even the rage incarnate of a victim of atrocity.

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The first recorded sighting of this demon was that of commoners gathering the bodies of soldiers from a battlefield in the country side. As the commoners stayed vigilant for a local pack of wolves that might arrive from the forest, a large gaunt humanoid walked out from the fog and trees. It was bleeding profusely as it appeared to have been skinned from head to toe and its eyes were missing. Wrapped around its torso were paper-thin wings attached to its back.

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Frightened of the creature, the commoners left deciding to come back the next day. When they returned, they found that the corpses were mummified and deprived of their blood. The commoners ventured towards the edge of the forest and found the local pack of wolves slaughtered and dried like raisins. The only evidence left by their attacker were the large, bloody, humanoid footprints heading east where the battles of war raged on.

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Paladins, clerics, and the like have been asked to rid the world of this atrocity, but the knowledgeable have refused. Though holy magic seems to work well on the creature, it has a tendency to damage itself in response and place a curse on the casters. At first, their veins pop out and then they explode into a red mist.

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There was once an adventuring party that succeeded in killing the fiend. They took heavy losses, but by all means, they had saved hundreds of lives that may have been eventually taken. The party went to the capitol to seek a priest of the highest caliber as a member of the party still bare a curse mark from the creature. It had the elements of divination magic but for what reason was not clear at the time.

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A week later, the catacomb of the city burst open with the smell of iron. Guards surrounded the entrance with spear and shield. In response, a blood curdling roar was unleashed and the guards began to contort in pain. Rapidly, streams of blood came out of their faces and floated into the tomb. Red mists raced out from the darkness. As screams got quieter, the red mists got larger. While the clergy barricaded the doors, the marked member of party journaled that they remembered feeling the cold presence once again.

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Many perished that day. The holy ground was littered with bodies and debris, but not a speck of blood to be seen. The mummified corpses of the previously successful adventurers were found strewn along the courtyard heading for the city gates. Between them, were the familiar red foot steps trailing into the woods.

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Quest posters were taken down and the church was rebuilt. The stories were forgotten as a couple centuries had passed. However, an old saying is still followed even if the meaning is unknown. "Never stray too long in the fields of the freshly departed. Death will come and guide the souls to the afterlife, but their blood... Oh, that is for something unrelenting and it is famished."

Tactics

This creature has no care for its own self preservation in the sight of blood. It will use any ability it can and bring itself to the brink of death just for a drop.

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Due to its bleeding nature, the Sanguine Fiend tends to not travel unless it senses a bloodbath. It will then burst from a corpse that it had made its home in and begin to walk. The Fiend prefers feeding on corpses since they can't escape but will go after living creatures if it senses them.

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The Fiend prefers a quick kill over a chase or fight. It will rush down prey or shoot it with blood after empowering itself with Blood Shards. It will use Blood Siphon to then magically drain its prey's blood while they're still alive.

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During a fight, the Fiend will counter healing spells. If damaged, it will use Blood Bond to damage itself even more just to hurt the attacker as their blood violently shakes from the inside. If a creature dies from this, it explodes into a red mist.

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If fighting multiple foes, the Fiend will cast Fog Cloud, releasing its blood into the air to blind everyone but itself.

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On the unfortunate occasion that a creature escapes, the Fiend will track it down if it managed to put a Blood Symbol on it. It is slow but relentless.



The Sanguine Fiend

Large Demon, Chaotic Evil


  • Armor Class 9
  • Hit Point 386 (30d10+206)
  • Speed 40 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 26 (+8) 2 (-4) 2 (-4) 16 (+3)

  • Saving Throws Str +9, Con +13, Cha +8
  • Skills Athletics +9, Deception +8, Intimidation +8, Perception +1, Stealth +4, Survival +1
  • Damage Vulnerabilities cold, radiant
  • Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks that aren't silvered
  • Damage Immunities poison, necrotic
  • Condition Immunities charmed, frightened, exhausted
  • Senses blindsight 20 ft., passive Perception 11
  • Languages None
  • Challenge 13 (10,000 XP)

Traits

Corpse Occupancy. The Sanguine Fiend is able to fit inside a medium sized corpse and is indistinguishable from a regular corpse.

Blood Sight. The Sanguine Fiend is missing its eyes. However, it has an unnatural sense for blood and treats creatures containing blood within 120 ft. as if it could see them. Even behind cover.

Wounded. The Sanguine Fiend is usually wounded from fighting something else or traveling fast to the scent of blood and starts combat missing 2d100 + 40 hp.

Perpetual Bleeding. Unless still or walking 5 ft. a round. The Fiend loses 1d4 hp per 10 ft. moved and 1d8 hp per 10 ft. flown.

Unholy Body. If slain, the Sanguine Fiend revives in a week bursting from the nearest corpse to where it died. This does not work if wish was used to destroy the creature's body or if a 24 hour ritual was performed to banish the body within hallowed ground.

Sanguine Footpath. Where ever the Sanguine Fiend walks, it leaves a cursed trail of blood that lasts until the beginning of its next turn before disappearing. If a creature moves over this trail, it must make a DC 15 wisdom save or become feared until the end of their next turn.

Sanguine Pool. If the Sanguine Fiend did not move since the beginning of its last turn, at the beginning of its turn, a pool of blood forms in a 10 ft. radius around it and remains until the Fiend moves. If a creature enters or starts their turn in this pool of blood, they must succeed a DC 15 wisdom save or become feared until the end of their next turn.

Blood Curdling Fear. When a creature fails a fear effect caused by the Sanguine Fiend by 5 or more, they are considered stunned for the duration as well.

Innate Spell Casting (Blood). The Sanguine Fiend's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring only blood as a component:

The Fiend can cast up to 5th level spells and sacrifices 5 hp per spell level instead of using spell slots

At Will: Cloudkill and Fog Cloud (mists of blood centered on itself), Arms of Hadar (The arms are blood), Counterspell (blood tears >out of its eye socket), Shadow of Moil (wreathed in flame like blood).

Brutal Resistance (Blood). The Sanguine Fiend can sacrifice 2 hp to add 1 to a saving throw. To add more, it must sacrifice an additional 2 hp. For example, to have a +3 to a save, it would need to sacrifice 2 hp + 4 hp + 6 hp making 12 hp total.

Mindless Demon. The Demon automatically succeeds intelligence or wisdom saving throws due to its insanity.

Blood Shards (bonus action). The Fiend uses its bonus action to adds shards of blood to its attack. For sacrificing 5 hp, the Sanguine Fiend adds 2d8 piercing or slashing damage to its next attack. It can spend an additional 5 hp to add another d8 up to 5d8 piercing or slashing damage total.

Blood Siphon (1/round). When the Fiend hits with an attack, a creature with blood must also succeed a DC 17 constitution save or take their constitution score in damage. As well, The Sanguine Fiend regains its constitution score plus the creature's con score in hp.



Actions

Multiattack. The Sanguine Fiend makes three attacks using a combination of either claw, wing, or bloodshot.

Claw. Melee Weapon Attack: +8, Reach 5 ft., One Target Hit: 13 (2d8 + 4) slashing damage.

The Sanguine Fiend loses 1 hp from making the attack.

Wing. Melee Weapon Attack: Reach 15 ft., One Target Hit: 11 (2d6 + 4) bludgeoning damage.

The Sanguine Fiend loses 1 hp from making the attack.

Blood Shot. Ranged Weapon Attack: +8, Reach 120 ft., One Target Hit: 13 (2d10 + 4) piercing damage.

The Sanguine Fiend loses 5 hp from making this attack.

Mummify. The Sanguine Fiend targets a creature with 0 hp or that is dead within 5 ft. That creature makes a DC 17 constitution save or dies losing all their blood as the Sanguine Fiend absorbs it. The Sanguine Fiend regains its constitution score in hp.

Howl of Blood (Recharge 6). If the Fiend has 100 or less hp, it can sacrifice 10 hp to release a blood curdling howl.

Creatures that are within 40 ft. that have blood must succeed a DC 15 constitution save or take force damage equal to their constitution score. The Sanguine Fiend regains hp equal to those constitution scores plus its own. As well, each creature must succeed a DC 15 wisdom save or be feared until the end of their next turn.

Reaction

Blood Bond (Recharge 5-6) Whenever the Sanguine Fiend is damaged by an attack or spell, it can choose to sacrifice hp up to the amount of damage taken. The creature that was the source of the attack or spell than takes force damage equal to double the amount of hp sacrificed. This only works on creatures with blood.

Legendary Actions

*Bloody Assault. The Sanguine Fiend can take legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Instead of spending legendary actions, the Sanguine Fiend sacrifices hp.

Attack (5hp). The Fiend makes one attack.

Move (5hp). The Fiend moves up to its speed.

Blood Symbol (10 hp). Range up to 120 ft. A target creature that was previously damaged by the Sanguine Fiend must succeed a DC 17 charisma save or be magically marked. Every time the Sanguine Fiend hits it with an attack, it takes an extra 1d6 force damage. As well, the Sanguine Fiend has advantage on survival and perception checks against the creature. Until it is removed with remove curse or dispel magic, the mark remains.

Blood Curse (15 hp 1/round). The Sanguine Fiend uses Blood Siphon on a creature currently marked with Blood Symbol that is within 120 ft. The creature must succeed a DC 17 constitution save or take their constitution score in force damage and the Sanguine Fiend regains that much plus its own constitution score in hp. This ability does not count towards the number of times blood siphon can be used in a round.

Art Citation: doodlingdetective .

Art Copyright: doodlingdetective.

 

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