Blood Orchid Grand Savant

Huge aberration, lawful evil

Armor Class

17 (natural armor)

Hit Points

136 (13d12 + 52)

Speed

5 ft., fly 30 ft.

STR

20 (+5)

DEX

13 (+1)

CON

18 (+4)

INT

13 (+1)

WIS

16 (+3)

CHA

20 (+5)

Damage Immunities

thunder

Damage Resistances

acid, cold, lightning, fire

Senses

darkvision 60 ft., passive Perception 13

Skills

Stealth +5

Languages

telepathy 120 ft.

Challenge

9 (5,000 XP)

Hyper-Awareness. The blood orchid cannot be surprised.

Spellcasting. The blood orchid is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells:

  • Cantrips (at will): dancing lights, fire bolt, light, mage hand

  • 1st level (4 slots): burning hands, color spray, detect magic, magic missile

  • 2nd level (3 slots): darkness, ray of enfeeblement, scorching ray

  • 3rd level (3 slots): lightning bolt, vampiric touch

  • 4th level (1 slots): fire shield

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: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. The target is also grappled (escape DC 15). 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 16 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.

huge
aberration
cr9
tome-of-horrors