{"name":"Sanguine Horror","cr":"4","types":"Monstrosity","size":"Medium","languages":"Abyssal, Common, Savtaani","alignment":"Neutral Evil","description":"The horribly mutated offspring of the Slithering Horror, Apaphrya the Blood God, these monstrosities have the lower body of a long, slinking snake tail along with a human-like torso with two arms and ending in the snout of a face, its jaws dripping with a black venom, the scales covering its body a, mutated patchwork of black and crimson-red scales as thick as thick as steel.\r\n\r\nAlong with their bulky physique, they often carry a ceremonial scimitar and wield extraordinary powers over the domain of blood magic.","suggestedenvironment":"","ac":"15 (Natural)","hitpoints":"72 (13d8 + 13)","strength":"16","dexterity":"14","constitution":"13","intelligence":"14","wisdom":"12","charisma":"16","movement":"35","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"Darkvision 60 ft., passive perception 13","skills":"+3 Perception, +5 Deception, +4 Stealth","savingthrows":"+3 Wisdom, +3 Constitution","damagevulnerabilities":"","damageresistances":"Poison, Necrotic","damageimmunities":"Poison","conditionimmunities":"Poisoned","spellcasting":"[b][i]Innate Spellcasting.[\/i][\/b] The Sanguine Horror's innate spellcasting ability is Charisma (spell save DC 13). The Horror can innately cast the following spells requiring no material components.","atwill":"Animal Friendship (Lizards only)","onceperday":"[i]Sanguine Skewer[\/i]","twiceperday":"","thriceperday":"[i]Suggestion[\/i]","specialabilities":"[b][i]Magic Resistance.[\/i][\/b] The Sanguine Horror has advantage on saving throws against spells and other magical effects.","actions":"[b][i]Multiattack.[\/i][\/b] The Sanguine Horror makes two ranged or two melee attacks on its turn, but can only use its bite attack or constrict attack once.\r\n\r\n[b][i]Bite.[\/i][\/b] [i]Melee Weapon Attack:[\/i] +5 to hit, reach 5 ft., one creature. [i]Hit.[\/i] 1d4+3 Piercing Damage plus 2d6 Necrotic Damage. In addition, the target is also forced to roll a Constitution Saving Throw with a DC of 13. On a success, they take only half the Necrotic Damage. On a failed saving throw however, they take the full damage and the Sanguine Horror regains hit points equal to the Necrotic Damage dealt.\r\n\r\n[b][i]Constrict.[\/i][\/b] [i]Melee Weapon Attack.[\/i] +5 to hit, reach 5 ft., one creature. [i]Hit.[\/i] 2d6+3 Bludgeoning Damage, and the target is grappled (DC 13 escape). Until this grapple ends, the target is restrained, and the Sanguine Horror can't constrict another target.\r\n\r\n[b][i]Scimitar.[\/i][\/b] [i]Melee Weapon Attack.[\/i] +5 to hit, reach 5 ft., one creature. [i]Hit.[\/i] 1d6+3 Slashing Damage.\r\n\r\n[i][b]Longbow.[\/b][\/i] [i]Ranged Weapon Attack.[\/i] +4 to hit, range 150\/600., one target. [i]Hit.[\/i] 1d8+2 Piercing Damage plus an additional 1d6 Necrotic Damage.\r\n","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"1","templateId":"21","blockId":"51320"}