Bloodfiend Onslaught
Bloodfiends
Bloodfiends are manifestations of raw destructive power and quite literally the stuff nightmares are made of. Whenever blood is spilled on the Material Plane, there is a 10% chance that a Bloodfiend is spawned in the Spiritual Realm. The newly spawned creature, which rises from the spot where the blood fell, is fueled by the raw emotions that caused the blood to be spilled in the first place. Although they may take various forms, these are creatures of hate, violence, and pure destruction; they have no intellect of their own, they cannot be reasoned with, and they do not stop. The three most common types of Bloodfiends are outlined on these pages; however, there are as many types of Bloodfiends as there are types of hatred in the world, and each Bloodfiend will have a slightly different appearance and abilities as it becomes the embodiment of the malice that spawned it.
Fueled by Hatred. A bloodfiend does not need to eat, drink, sleep, or breathe.
An Ancient Bloodline. According to legend, the first bloodfiend was spawned when Cain killed his brother, Abel. The Bloodfiend spawned by this murder is an ancient creature of legendary power. The path of destruction that it wreaked through the Spiritual Realm is the stuff of legend. No one is sure what became of the original Bloodfiend, or where it is now, as even the eldest of the Archangels refuse to speak of it.
Bloodfiend Onslaught
Large Fiend, Chaotic Evil
Armor Class: 14 (natural armor)
Hit Points: 114 (12d10 + 48)
Speed: 30 ft.,
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 11 (+0) | 19 (+4) | 1 (-5) | 10 (+0) | 3 (-4) |
Damage Immunities: psychic
Condition Immunities: charmed, exhaustion, frightened
Senses: blindsight 30 (blind beyond this radius)
Languages: --
Challenge: 6 (2,300 XP) Proficiency: +2
Features
Blood Frenzy: The Bloodfiend has advantage on attack rolls against any creature that is missing any of its hit points.
Blood Sense: The Bloodfiend can sense the presence of a creature that has blood within 120 feet. It can pinpoint the creature’s location if the creature is missing any of its hit points.
Rampage: If the Bloodfiend reduces a creature to 0 hit points with a melee attack on its turn, it can use a bonus action to move up to half its speed and make an additional Claw attack.
Regeneration: If the Bloodfiend has at least 1 hit point, it regains 10 hit points at the start of its turn.
Actions
Multiattack: The Bloodfiend makes two claw attacks and one bite attack.
Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage
Azrael's Guide to the Apocalypse, printed pages 190, 191.