Medium Humanoid (Half-Orc), Lawful Evil
Armor Class 19
Hit Points 115 (12d8 + 12)
Speed 30 ft., When Bloodied speed is doubled
STR
12 (+1)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws DEX +6, CON +7
Skills Arcana +7, History +7
Damage Resistances Cold
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Truesight Can see past any physical disguises, any mystical disguises of any one who is bleeding. Ia automatically alerted by it., Passive Perception 11
Languages Common, Orc, Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

 

Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell

Deepen Wound. When the hemomancer hits a creature that is below its hit point maximum with a spell, the creature takes an additional 5 (1d10) necrotic damage.

Iron Blood

-Resistance to non-magical bludgeoning, piercing, and slashing damage.

-Advantage when rolling for any disease, for you detect impurities in your blood. You no longer take damage form Blood ammunition.

Magically Infused Blood

Blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. Ammunition coated in your blood counts as magical.

Actions

Multi-Attack

The Bloodwith can make 3 physical attacks, or one magical and on physical attack.

Greataxe Attack: +3 to attack. 1d12

Spellcasting. The Bloodwitch is a 12th-level spellcaster. Its spellcasting ability is Consitiution (spell save DC 15, +7 to hit with spell attacks). The Bloodwitch has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending

1st level (4 slots): expeditious retreat,* mage armor, witch bolt*

2nd level (3 slots): blindness/deafness,* web

3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*

4th level (3 slots): blight,* dimension door, stoneskin

5th level (2 slots): Bigby’s hand, cloudkill

6th level (1 slot): circle of death*

Legendary Actions

Blood Curse

The Bloodwitch stabs herself as a bonus action for 1d8 damage, in doing so the weapon is coated in a blood curse. Upon dealing piercing or slashing damage someone for the weapons normal damage and add 1d10+10 necrotic damage, and the target is now cursed. The targets blood is thinned to the point where all slashing and piercing damage is doubled. The curse last for the rest of the combat. The cursed weapon is cursed until 8 hours have passed. (3 uses per Long rest)

Blood Bending

The Bloodwitch can attempt to gain control of another being with blood. They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. She can attempt control beings more size classes higher than yourself but they roll with Advantage depending on their size . While the creature is under her control, the Bloodwitch may use a bonus action to command the creature. Until you release it, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you. 2 uses per long rest.

Monster Tags: NPC

Habitat: DesertUrban

Metallicsinister

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