b'Ortifex \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  12 (natural armor)  Hit Points  78 (12d8 + 24)  Speed  0 ft., fly 30 ft. (hover)\n'b' STATS STR: 17 (+3) DEX:  10 (+0)  CON:  15 (+2)  INT:  8 (-1)  WIS:  13 (+1)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +4,  Wis  +3  Damage Immunities  poison  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  poisoned ,  prone   Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  11  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Bearer . A creature that subsists on blood, such as a vampire, can use its action while within 5 feet of the ortifex to drain blood from it. The creature can drain up to the ortifex\xe2\x80\x99s current  temporary hp , regaining  hp  equal to that amount. The ortifex then loses temporary hp equal to that amount. \n'b'  Blood Sense . The ortifex can pinpoint the location of creatures that aren\xe2\x80\x99t constructs or undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b'  Hypnotic Heartbeat . A creature that can hear the ortifex\xe2\x80\x99s heartbeat and starts its turn within 60 feet of the ortifex must succeed on a DC 13  Wisdom  saving throw or be  charmed  until the start of its next turn. While  charmed , it is  incapacitated  and must move toward the ortifex by the most direct route on its turn, trying to get within 5 feet of the ortifex. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, it can repeat the saving throw, ending the effect on a success. Unless surprised, a creature can plug its ears to avoid the saving throw at the start of its turn. If the creature does so, it is  deafened  until it unplugs its ears. If the creature unplugs its ears while still within range of the ortifex\xe2\x80\x99s heartbeat, it must immediately make the saving throw. \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. \n'b'  Blood Siphon (Recharge 6) . The ortifex drains blood from nearby creatures. Each creature within 20 feet of the ortifex must make a DC 13  Constitution  saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The ortifex gains  temporary hp  equal to the single highest amount of necrotic damage dealt. If it gains  temporary hp  from this action while it still has temporary hp from a previous use of this action, the temporary hp add together. The ortifex\xe2\x80\x99s temporary hp can\xe2\x80\x99t exceed half its hp maximum. A creature that doesn\xe2\x80\x99t have blood is immune to Blood Siphon. \n'b'\n'b' ABOUT \n'b' A large, rotting heart floats forward, its hypnotic heartbeat echoing all around it. \n'b'  Vampiric Hunters . An ortifex\xe2\x80\x99s singular purpose is to absorb blood from living creatures. When seeking blood, it disorients victims with an ominous, hypnotic heartbeat, then magically siphons their blood, leaving behind a shriveled carcass. \n'b'  Harvested from Giants and Dragons . Only large hearts can be made into ortifexes, which are typically created from the hearts of giants, dragons, and particularly large beasts.\xc2\xa0Necromancers who create ortifexes for vampiric clients pay well for a sizeable heart, especially if it is minimally decomposed. \n'b'  Agents of Oppression . When a blood cult, necromancer, or intelligent undead wants to demoralize a village or demand a sacrifice, it often sends an ortifex to collect payment in blood. \n'b'  Undead Nature . An ortifex doesn\xe2\x80\x99t require air, food, drink, or sleep.'