Blood Fiends
Blood Fiend Lore
Religion DC 15: Blood fiends are a vampiric plague upon the          Abyssal Thrall
Abyss, roving whirlwinds of carnage that tear through                Medium or Large fiend/undead (demon), chaotic
demonic hosts with a fury that terrifies even creatures of           evil
terror.
Religion DC 20: Blood fiends are despised by all demons,             Armor Class 17 (Natural Armor)
but most of all by Orcus, as they and the abyssal thralls they       Hit Points 30 (4d8 + 12)
raise defy his mastery over the forces of undeath, beholden          Speed The speeds it possessed in life
only to their own ravenous hungers.
                                                                        STR       DEX       CON       INT     WIS    CHA
Blood Fiend Tactics                                                   18 (+4) 17 (+3) 16 (+3) 2 (-4) 6 (-2) 6 (-2)
Blood fiends never employ stealth or subterfuge, running full-
tilt from battle to battle from the moment of their creation.        Damage Immunities Poison
They are hostile to all creatures other than their own Abyssal       Condition Immunities Exhaustion, Poisoned
Thralls, but prefer demonic targets, trying always to get the        Senses Darkvision 60 ft., Passive Perception 8
finishing blow on one with their Blood Drain so they can             Languages Understands Abyssal but can't speak it
raise it as a thrall.                                                Challenge M16 (1,500 XP)
   They typically use their Terror Gaze only if they cannot
reach their next intended meal this turn, or with their              Minion. If the thrall takes damage from an attack or
Fiendish Glare reaction, otherwise preferring to deal damage         as the result of a failed saving throw, its hit points
now. They rarely bother to attack downed non-demon                   are reduced to 0. If the thrall takes damage from
creatures, instead leaving them to be torn apart by the thralls      another effect, it dies if the damage equals or
the fiend raises.                                                    exceeds its hit point maximum, otherwise it takes
   Blood fiends use their Hurl only on non-demon creatures,          no damage.
or if they have grown impatient with a particularly resilient        Bound Thrall. Whenever it attempts to attack the
demon and easier prey is within reach.                               creature that raised it or one of that creature's
   They typically make no effort to position themselves near         allies, the thrall must make a DC 15 Wisdom saving
demonic corpses to make use of their Bloodmist Rebirth, but          throw. On a failed save, the thrall is Charmed by its
when activated immediately leap back into the fray if any            target for the next hour and must choose a new
demonic foes they can feed on remain, or flee                        target or lose the attack.
otherwise.
                                                                     Actions
                                                                     Rip and Tear (Group Attack). Melee Weapon Attack:
                                                                     +9 to hit, reach 5 ft., one creature. Hit: 8 slashing
                                                                     damage.
                                                                     Reactions
                                                                     Blood-Crazed Advance. When a creature within 30
                                                                     feet takes any piercing or slashing damage, the
                                                                     thrall can move up to half its speed directly toward
                                                                     the creature.
                                                                  Abyssal Thrall Tactics
                                                                  If not currently Charmed, abyssal thralls always immediately
                                                                  attack their creator if nearby, though while Charmed through
                                                                  their Bound Thrall trait become mostly manageable outside
                                                                  of combat, only rarely attacking their creator's allies.
                                                                     Once blood is shed, abyssal thralls attack whichever
                                                                  creature they can reach that was most recently dealt piercing
                                                                  or slashing damage, and always use their Blood-Crazed
                                                                  Advance whenever available, even if already engaged with a
                                                                  different foe.
   Blood Fiend                                                    Concussive Slam. The fiend slams up to two creatures
                                                                  grappled by it into each other or a solid surface.
   Large fiend/undead (demon), chaotic evil
                                                                  Each of the creatures must succeed on a DC 18
   Armor Class 18 (Natural Armor)                                 Constitution saving throw or take 33 (6d10)
   Hit Points 272 (32d10 + 96)                                    bludgeoning damage, or half as much on a success.
   Speed 40 ft., climb 40 ft.
                                                                  A creature that fails this saving throw by 5 or more is
                                                                  Stunned until the end of the fiend's next turn.
      STR       DEX       CON        INT      WIS       CHA       Terror Gaze (Recharge 5-6, Concentration). One creature
    21 (+5) 15 (+2) 17 (+3) 16 (+3) 15 (+2) 18 (+4)               within 60 feet that the fiend can see must succeed on
                                                                  a DC 17 Wisdom saving throw or be Frightened for the
   Saving Throws DEX +7, CON +8, WIS +7, CHA +9                   next minute (Save Ends at end of turn).
   Damage Resistances Cold, Fire, Lightning, Necrotic;            While Frightened in this way, any attack that hits the
     Bludgeoning, Piercing, and Slashing from                     creature becomes a critical hit.
     Nonmagical Attacks
   Damage Immunities Poison                                       Bonus Actions
   Condition Immunities Charmed, Exhaustion, Frightened,
                                                                  Demonic Shapechanger. The fiend takes on the form of
     Poisoned
   Senses Darkvision 120 ft., Passive Perception 12               any Large demon, a Large cloud of crimson mist with a
                                                                  20 ft. fly speed, or back to its true form. Its statistics
   Languages Abyssal, Telepathy 120 ft.
                                                                  are otherwise the same in each form.
   Challenge 16 (15,000 XP)
   Bloodmist Rebirth. When it drops to 0 hit points, the          Reactions
   fiend bursts into a 30 foot radius of crimson mist that        Raise Abyssal Thrall (4th Level Spell). When the fiend
   heavily obscures the area for 1d4 rounds, after which          reduces a Medium or Large demon of CR 10 or below
   the fiend may consume a demonic corpse in the area             to 0 hit points with its Blood Drain, it can immediately
   to gain a new body with 1 hit point and take on the            raise the demon as a Abyssal Thrall.
   corpse's appearance.
                                                                  Fiendish Glare (1/Day). When the fiend is reduced
   Legendary Resistance (3/Day). If the fiend fails a saving      below 137 hit points, it can immediately recharge and
   throw, it can choose to succeed instead.                       use its Terror Gaze.
   Actions                                                        Legendary Actions
   Multiattack. The fiend makes three attacks, one of             Bowl Over. The fiend moves up to its speed directly
   which may be with its Blood Drain.                             toward a creature it can see. If it ends this movement
                                                                  within 5 feet of the creature, the creature must
   Blood Drain. Melee Weapon Attack: +10 to hit, reach 5          succeed on a DC 18 Strength saving throw or be
   ft., one grappled, incapacitated, restrained, or willing       knocked prone.
   creature. Hit: 12 (2d6 + 5) piercing damage plus 21
   (6d6) necrotic damage and the target must succeed on           Hurl. The fiend hurls a Medium or smaller creature that
   a DC 18 Constitution saving throw or lose three                is grappled by it up to 30 feet. The creature must
   unexpended hit dice, or drop to 0 hit points if it             succeed on a DC 18 Dexterity saving throw or take 21
   cannot. The fiend gains 10 hit points for each hit die         (6d6) bludgeoning damage and be knocked prone, or
   lost this way by a demon.                                      take half as much damage on a success.
   Razor Claws. Melee Weapon Attack: +10 to hit. reach            Savage (Costs 2 Actions). The fiend makes two Razor
   10 ft., one target. Hit: 12 (2d6 + 5) slashing damage          Claw attacks against a creature within 5 feet, or three
   and the target is grappled (escape DC 18).                     Razor Claw attacks if the target is prone.
Creating a Blood Fiend                                            Encounter Groups
Blood fiends don't create more of their kind intentionally, but   CR 20 Encounter 12,300 XP
may do so by accident. When a demon of CR 11 or higher              1 Ghoul Adept of Orcus (CR 6)
begins its turn in a space affected by the blood fiend's            5 Abyssal Thralls (CR M11)
Bloodmist Rebirth, it must succeed on a DC 16 Constitution          4 Abyssal Ghouls (CR 3)
saving throw or be infected with Blood Madness.
  An infected demon becomes hostile to all other creatures,       CR 26 Encounter 30,200 XP
gains the Bloodmist Rebirth trait, and transforms into a            1 Blood Fiend (CR 16)
Blood Fiend if it gains a new body with the trait.
                                                                    10 Abyssal Thralls (CR M11)
                                                                    4 Skullpiercer Stirges (CR 1)
Art Credits                                         You Found the Free Books!
   Shadowgrange Archfiend by Oleksandr Kozachenko
   Bisk, Goblin King by Rae Elderidge
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