Each month, we’ll give you a new monster to use in your 5e game. This month, we give you the Blood Tree. You can download the description and stat block of the blood tree here.
Blood trees are horrifically strange aberrations against nature. They look like coniferous trees, but instead of green leaves, their branches are covered in bizarre, blood-red pustules.
When an adventurer encounters a blood tree, many questions come to their mind: What is this thing? How did this thing come to be? But mostly, why is this a thing at all? Trees just aren’t supposed to be the color of blood.
Branches of Blood
The abnormal foliage of the blood tree can suck the blood out of creatures that get too close, even from a distance. It is the blood of its victims that gives the blood tree its freakish color. This eerie pigmentation makes the blood tree frightening to look at for all of those with sane and sound mind.
No one knows where blood trees come from originally. Although they have a form that resembles trees, they are not plants. They are perversions of what trees should be, and whatever will or whim brought them into existence defies all attempts at comprehension.
Blood trees are often used as decorations at ungodly holidays and festivals by cultists, hags, witches, and others who worship and revere unholy powers. Blood trees are a dark, twisted reflection of festal trees used by goodly folk at more wholesome jubilees.
Large Aberration, neutral evil
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 18)
Speed 0 ft.
|18 (+4)||8 (-1)||16 (+3)||3 (-4)||10 (+0)||6 (-2)|
Damage Resistances bludgeoning, piercing, and slashing damage from non-magical weapons
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Challenge 3 (700 XP)
Unsettling Appearance. Any creature that starts its turn within 60 feet of the blood tree and can see the blood tree must make a DC 13 Wisdom saving throw or become frightened of the blood tree until the start of its next turn.
Blood Siphon. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (2d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the blood tree regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.