Bloodletter (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer 40,000 franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer 40,000 copyrights, trademarks, or logos, nor any owned by Games Workshop. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Bloodletter[edit]

Medium fiend (demon), chaotic evil


Armor Class 17 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Str +8, Dex +6, Cha +6
Skills Athletics +8, Intimidation +6, Perception +4
Damage Resistances cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities fire
Condition Immunities paralyzed, petrified, poisoned
Senses darkvision 120 ft.; passive Perception 14
Languages Abyssal
Challenge 8 (3,900 XP)


Brute. A melee weapon deals one extra die of its damage when the daemon hits with it (included in the attack).

Flaming Weapons. The daemon’s greatsword is a magical weapon. On a hit, it inflicts an extra 2d10 fire damage as shown in the entries below.

Magic Resistance. The daemon has advantage on saving throws against spells and other magical effects.

Reckless. At the start of its turn, the daemon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Multiattack. The daemon makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage and 11 (2d10) fire damage.

Teleport. The daemon magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.


Bloodletters are the daemonic soldiers of the Chaos God Khorne. These red-skinned fiends march to battle in orderly formations, which quickly fall apart once the battle is joined and their bloodlust is up.

Crimson Killers. In many ways, a bloodletter resembles an archetypal fiend. It is a humanoid daemon with scaly red skin, goatlike legs ending in cloven hooves, spikes growing from their spine and shoulders, and a large, conical skull with two backswept antlers. If they stood up straight they would be taller than even a space marine, but their many-jointed legs and hunched postures leave them only slightly taller than mortal men. Their fingers sport wicked black claws and their jaws are filled with slavering tongues and sharp teeth.

Savage Warriors. Bloodletters seem different from the other daemons of Chaos due to their discipline and organization, and when making war they advance on the enemy in organized formations with unit commanders and standard bearers. But this orderly demeanour is merely a façade. Once they have closed with the enemy, a host of bloodletters reverts to its true bestial nature, and all unit cohesion breaks down as the fiends try to outdo one another at slaughtering their enemies.

Hell-Forged Weapons. Bloodletters carry flaming greatswords called Hellblades, which burn brighter as they drink up the blood of their victims. These evil weapons are tied to a bloodletter’s existence, and when the bloodletter dies its Hellblade melts into a puddle of molten metal.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: