Blood Orchid

Large aberration, lawful evil

Armor Class

14 (natural armor)

Hit Points

76 (9d10 + 27)

Speed

5 ft., fly 30 ft.

STR

15 (+2)

DEX

12 (+1)

CON

16 (+3)

INT

11 (+0)

WIS

12 (+1)

CHA

13 (+1)

Damage Immunities

thunder

Damage Resistances

acid, cold, lightning, fire

Senses

darkvision 60 ft., passive Perception 11

Skills

Stealth +4

Languages

telepathy 120 ft.

Challenge

5 (1,800 XP)

Hyper-Awareness. A blood orchid cannot be surprised.

Telepathic Bond. Blood orchids have a telepathic link to other blood orchids that are within 120 feet.

Actions

Multiattack. The blood orchid uses Blood Drain. It then makes up to three attacks with its tentacles.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. The target is also grappled (escape DC 11). While grappled this way, the creature is restrained. Until the grapple ends, the blood orchid can’t use this tentacle on another target. The blood orchid has three tentacles that it can attack with.

Blood Drain. The blood orchid feeds on the creature it is grappling. The creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

large
aberration
cr5
tome-of-horrors