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Thread: Blood Squids

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    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Blood Squids

    Blood Squid
    Medium Aberration, Neutral Evil


    Armor Class 13
    Hit Points 38 (5d8+15)
    Speed 10', Swim 50'


    Strength Dexterity Constitution Intelligence Wisdom Charisma
    14 (+2) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 16 (+3)


    Skills Athletics +4, Acrobatics +7, Stealth +5
    Senses Darkvision 60', Passive Perception 12
    Languages Common, Deep Speech
    Challenge 1? On the higher end of 1, or the lower end of 2.



    Blood Rider A Blood Squid can form itself seamlessly into a pool of blood. While in a pool of blood, it has resistance to all damage except for fire damage (or any other damage ruled as evaporating the blood), may Dash or Hide as a bonus action, gains advantage on Stealth checks, and may use its swim speed so long as it stays in at least a centimeter depth of blood (during which time it also simply appears as part of the blood). Think Splatoon, but evil.

    Oh God, It's Inside My Clothes! A Blood Squid is easily capable of travelling up bloodstained clothing. If it does so, it has advantage on all attack rolls and all grapple checks made against the target that's clothes it's inside.

    Actions



    Tentacle Melee Weapon Attack: +5 to hit, reach 15', one target. Hit: 1d4+3 bludgeoning damage.

    Beak Melee Weapon Attack: +4 to hit, reach 5', one target. Hit: 1d8+2 piercing damage, and the target begins to bleed, leaving a trail of blood the Blood Squid can follow and taking 1 point of damage each turn unless a DC 10 Medicine check is taken as an action to staunch the wound (with advantage if bandages or other appropriate supplies are used). Any magical healing will also stop the bleeding. If the bleed damage is not stopped and another beak attack hits, the wound widens, dealing an extra point of bleed damage each turn.

    Extra Attack 2 The Blood Squid makes three melee attacks, only up to one of which may be with its beak.

    Oh God, It's Inside Me! The Blood Squid may only use this action against someone who is coughing up blood, drinking blood, vomiting blood, has gaping wounds (such as any wound causing 3 or more bleed damage per turn) or otherwise leaves their circulatory system exposed to a Blood Squid. The Blood Squid enters the circulatory system of the recipient, who is entitled to a Constitution saving throw (DC 12) with disadvantage to repel the intrusion. If the save is successful, they manage to break free, and nothing further happens. If they fail, the Blood Squid enters their body, taking it over. Their mind is still their own-but their body is under the control of the Blood Squid. This lasts until the target dies (at which time the Blood Squid can simply leave-tearing the body open if there are no wounds), the Blood Squid chooses to leave (which can be done via any bleeding wound), or the target has all of its blood drained (usually killing them, but hey, magic).
    Last edited by JNAProductions; 2017-04-27 at 08:51 PM.
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Bugbear in the Playground
     
    DrowGuy

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    Default Re: Blood Squids

    Here's what scares me - this entire thing. If you catch it outside a host, it's fine, but...oh God, pair this with a blood-covered zombie or something? Terrifying. Awesome, but if it latches on, the players are seriously hosed.
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    Colossus in the Playground
     
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    Default Re: Blood Squids

    Quote Originally Posted by JBPuffin View Post
    Here's what scares me - this entire thing. If you catch it outside a host, it's fine, but...oh God, pair this with a blood-covered zombie or something? Terrifying. Awesome, but if it latches on, the players are seriously hosed.
    Ooh, that's an idea!
    I have a LOT of Homebrew!

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