Monster I’d Like to Fight: Blood Bull

Monster I'd Like to Fight: Blood Bull

Blood Bovine

Hell Cow

Habitat: Grassland, Hill; Treasure: None

Blood bovines roam the fields and hills of Hell, known for their massive, imposing bodies and the searing hot blood that drips from their mouths. Most of the blood bovine encountered are bulls, as female bovines are rare and serve as matriarchs, producing litters of offspring. Females are considered impossible to tame, far too dangerous for captivity. Instead, Hell wranglers track down young bulls to capture and use as beasts of burden. You can roll or choose from the Blood Bovine Branding table to determine the type of service a blood bovine performs.

Blood Bovine Branding

1d4This Blood Bovine is…
1Marked with a brand for battle. It’s a war mount.
2Has a brand denoting its service in agriculture and transport.
3Used in blood production. It has a teardrop brand.
4Lacking any brand or marking. It’s wild and untamed.

Blood Bull


While smaller than their female counterparts, blood bulls are fearsome creatures in their own right. They’re most often used in warfare and blood production. In battles, they serve as mounts to powerful devil officers, crashing into the enemy line and spewing searing blood. That same blood can instead be harvested for the needs of the various blood rituals that take place in Hell, especially when sacrifices are hard to come by.

Blood Bull


Huge Fiend, Unaligned

Armor Class 13

Hit Points 115 (11d12 + 44)

Speed 40 ft.

Initiative +0 (10)

MODSAVE
STR21+5+8
INT3-4-4
MODSAVE
DEX10+0+0
WIS15+2+2
MODSAVE
CON18+4+7
CHA5-3-3

Resistances Cold, Fire, Lightning

Immunities Poison; Poisoned

Senses Darkvision 60 ft., Passive Perception 12

Languages None

CR 6 (XP 2,300; PB +3)

Traits


Blood Rage. While Bloodied, the bull has Advantage on attack rolls and when it hits with an attack, it deals an additional 4 (1d8) Piercing damage.

Actions


Multiattack. The bull makes two Gore attacks.

Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (3d8 + 5) Piercing damage. If the bull moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition.

Spew Blood (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 30-foot Cone. Failure: 14 (4d6) Fire damage, and the target is covered in searing hot blood. At the beginning of each of its turns, it takes 3 (1d6) fire damage. A creature can use its action to remove the hot blood from itself or another creature within 5 feet, ending the effect. Success: Half initial damage.

Downloads

Further Reading

‘Ol McRonald has hellswine and blood bulls on his farm in Hell.

A dead warrior wearing a hellguard aegis could be attached to the reins of his blood bull and it’s up to the party to retrieve the armor.

Imagery created with Midjourney.

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