Immortality. The Aspect of Blood, much like the Queen herself, can not die. When reduced to 0 hit points, the Aspect of Blood falls unconscious for 1d4+1 minutes before awakening as though having had a long rest.
Immortal Rage (recharges after a Short or Long Rest). When the Aspect of Blood revives from dropping to 0 hit points, she recharges her Vitae Eruption, and regains any expended uses of her legendary resistances. Additionally, The Aspect of Blood can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155, 000 XP (310, 000 XP total) for defeating the Aspect of Blood after her Immortal Rage activates.
Astral Sight. Magical darkness does not impede the Aspect of Blood's dark vision. Additionally, she has true sight out to 120 feet.
Legendary Resistance (4/day). If the Aspect of Blood fails a saving throw, she can choose to succeed instead.
Immortal Blood Hunter. The Aspect of Blood counts as a 20th level Blood Hunter capable of using abilities from all four Orders. She knows all crimson rites, and can use and amplify any blood curse at will.
Queen's Wrath (10/day). The Aspect of Blood's attacks are charged with her fury. As part of hitting a creature with a weapon attack, she adds an additional 14 (4d6) necrotic damage (accounted for in her attacks). Additionally, she can choose to amplify this damage to 42 (12d6) necrotic damage, regaining a number of hit points equal to the amount of damage dealt.
Master of Hemocraft. The Aspect of Blood knows all crimson rites, and her hemocraft die is a d12.
Innate Spellcasting. The Aspect of Blood's spellcasting modifier is intelligence (spell save DC 27, +19 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: Any spell below 7th level.
10/day each: Any spell 7th level or higher.
Magic Resistance. The Aspect of Blood has advantage on saving throws against spells and other magical effects.
Astral Focus. The Aspect of Blood can concentrate on two spells at once. Additionally, she has advantage on constitution saving throws made to maintain concentration.
Multiattack. The Aspect of Blood makes three attacks with Dróttningmóðr, or four eldritch blasts. Instead of making a weapon attack, the Aspect of Blood can choose to replace one attack with any spell she knows and can cast.
Dróttningmóðr. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 22 (2d8 + 13) piercing damage, plus 14 (4d6) necrotic damage, 13 (2d12) crimson rite damage, and 9 (2d8) psychic damage.
Eldritch Blast. Ranged Spell Attack: +19 to hit, range 300 ft., one target. Hit: 21 (2d10 + 10) force damage.
Vitae Eruption (Recharge 5-6). The Aspect of Blood sacrifices a number of hit points from 5 to 40, taking necrotic damage equal to the number chosen, this damage cannot be reduced. If the Aspect of Blood is still conscious after taking this damage, a wave of necrotic energy washes out from her. Each creature within 60ft of the Aspect of Blood must make a DC 27 constitution saving throw, taking double the amount of hit points sacrificed in necrotic damage on a failed save, or half as much on a success.
Teleport. The Aspect of Blood teleports along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Parry. The Aspect of Blood adds +9 to her AC against one attack that would hit her. To do so, the Aspect of Blood must see the attacker and be wielding a melee weapon.
Righteous Vengeance. In response to taking damage, the Aspect of Blood expends a usage of Queen's Wrath and makes one melee weapon attack at advantage at the creature that dealt damage to her.
If the Aspect of Blood's Immortal Rage has activated in the last hour, she can use the options below as legendary actions.
Astral Tear (Costs 2 Actions). The Aspect of Blood targets a creature within ten feet of her. The creature must make a DC25 charisma saving throw, or take 44 (8d10) psychic damage and be banished to the Astral Plane. At the start of the Aspect of Blood's next turn, the creature reappears in an unoccupied space within 10 feet of the Queen of Blood.
Vitae Eruption (Costs 3 Actions). The Aspect of Blood sacrifices a number of hit points from 5 to 40, taking necrotic damage equal to the number chosen, this damage cannot be reduced. If the Aspect of Blood is still conscious after taking this damage, a wave of necrotic energy washes out from her. Each creature within 60ft of the Aspect of Blood must make a DC 27 constitution saving throw, taking double the amount of hit points sacrificed in necrotic damage on a failed save, or half as much on a success.
Description
The Queen of Blood, once a mortal, now ascended to divinity over the millennia. Since the Hundred Years Conquest, she has ruled from the Immortal Citadel, making public appearances only when she has been needed, and has not appeared in over a millennium.
Worshippers of the Blood Church and Warlocks of the Immortal Coven often make pilgrimages to Aeternalis to pray at the steps of the Immortal Citadel or among the seats in the Saint Lara Cathedral.