Innate Spellcasting. The Sanguine Horror's innate spellcasting ability is Charisma (spell save DC 13). The Horror can innately cast the following spells requiring no material components.
Magic Resistance. The Sanguine Horror has advantage on saving throws against spells and other magical effects.
Multiattack. The Sanguine Horror makes two ranged or two melee attacks on its turn, but can only use its bite attack or constrict attack once. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit. 1d4+3 Piercing Damage plus 2d6 Necrotic Damage. In addition, the target is also forced to roll a Constitution Saving Throw with a DC of 13. On a success, they take only half the Necrotic Damage. On a failed saving throw however, they take the full damage and the Sanguine Horror regains hit points equal to the Necrotic Damage dealt. Constrict. Melee Weapon Attack. +5 to hit, reach 5 ft., one creature. Hit. 2d6+3 Bludgeoning Damage, and the target is grappled (DC 13 escape). Until this grapple ends, the target is restrained, and the Sanguine Horror can't constrict another target. Scimitar. Melee Weapon Attack. +5 to hit, reach 5 ft., one creature. Hit. 1d6+3 Slashing Damage. Longbow. Ranged Weapon Attack. +4 to hit, range 150/600., one target. Hit. 1d8+2 Piercing Damage plus an additional 1d6 Necrotic Damage.
The horribly mutated offspring of the Slithering Horror, Apaphrya the Blood God, these monstrosities have the lower body of a long, slinking snake tail along with a human-like torso with two arms and ending in the snout of a face, its jaws dripping with a black venom, the scales covering its body a, mutated patchwork of black and crimson-red scales as thick as thick as steel. Along with their bulky physique, they often carry a ceremonial scimitar and wield extraordinary powers over the domain of blood magic.