b'Blood Orchid Grand Savant \n'b'  Family:   Blood Orchid  \n'b'  Huge   aberration ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  136 (13d12 + 52)  Speed  5 ft., fly 30 ft.\n'b' STATS STR: 20 (+5) DEX:  13 (+1)  CON:  18 (+4)  INT:  13 (+1)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +5  Damage Resistances  acid, cold, lightning, fire  Damage Immunities  thunder  Senses   darkvision  60 ft., passive  Perception  13  Languages  telepathy 120 ft.  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'   Hyper-Awareness . The blood orchid cannot be surprised. \n'b'  Spellcasting . The blood orchid is a 7th level spellcaster. Its spellcasting ability is  Charisma  (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'   Cantrips (at will) :  dancing lights , fire bolt,  light ,  mage hand  \n'b'  1st level (4 slots) :  burning hands ,  color spray ,  detect magic ,  magic missile  \n'b'  2nd level (3 slots) :  darkness ,  ray of enfeeblement ,  scorching ray  \n'b'  3rd level (3 slots) :  lightning bolt ,  vampiric touch  \n'b'  4th level (1 slots) :  fire shield   Telepathic Bond . Blood orchids have a telepathic link to other blood orchids that are within 120 feet. \n'b'\n'b'  Actions \n'b'   Multiattack . The blood orchid uses Blood Drain. It then makes up to three attacks with its tentacles. \n'b'  Tentacles .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 18 (3d8 + 5) bludgeoning damage and the target must succeed on a DC 16  Constitution  saving throw or be  poisoned  for 1 hour. The target is also  grappled  (escape DC 15). While  grappled  this way, the creature is  restrained . Until the grapple ends, the blood orchid can\xe2\x80\x99t use this tentacle on another target. The blood orchid has three tentacles that it can attack with. \n'b'  Blood Drain . The blood orchid feeds on the creature it is grappling. The creature must succeed on a DC 16  Constitution  saving throw or its hit point maximum is reduced by 5 (1d10). This reduction lasts until the creature finishes a  long rest . The target dies if this effect reduces its hit point maximum to 0.'