b'Weird, Blood \n'b'  Large   elemental ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  105 (14d10 + 28)  Speed  0 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  15 (+2)  INT:  11 (+0)  WIS:  10 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +5  Skills   Perception  +6,  Stealth  +9  Damage Resistances  bludgeoning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  poisoned ,  prone ,  restrained ,  unconscious   Senses  blindsight 30 ft., passive  Perception  16  Languages  Abyssal, Common  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Invisible in Blood . The blood weird is  invisible  while fully immersed in blood. \n'b'  Blood Bound . The blood weird dies if it spends more than two consecutive rounds outside a large body of blood. \n'b'  Extinguish . When the blood weird successfully hits a Medium or smaller target holding a torch, exposed lantern, or other nonmagical source of fire with its Constrict  attack , that fire source is extinguished. \n'b'  Regeneration . The blood weird regains 10  hit points  at the start of its turn if it has at least 1 hit point and is at least partially immersed in blood. If the blood weird takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the blood weird\xe2\x80\x99s next turn. The blood weird dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The blood weird makes one Constrict  attack  and uses Siphon Blood. \n'b'  Constrict .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 18 (4d6 + 4) bludgeoning damage. If the target is Medium or smaller, it is  grappled  (escape DC 16) and pulled five feet toward the blood weird. Until this grapple ends, the target is  restrained , the blood weird tries to drown it, and the blood weird can\xe2\x80\x99t grapple another target. \n'b'  Siphon Blood . A  grappled  creature must make a DC 16  Constitution  saving throw. On a failure, it takes 14 (4d6) necrotic damage, and the blood weird regains  hit points  equal to half the amount of necrotic damage dealt. \n'b'\n'b' ABOUT \n'b' Blood weirds are virtually unknown and rarely encountered unless summoned to the Material Plane. Before summoning the weird, casters often fill a large basin or font with the blood of slain foes or captives. Blood weirds wait patiently in their pool for potential prey. When a foe wanders too close, the weird lashes out and wraps itself around the opponent.'