Spellcasting. The Blood Mother is a level 18 spellcaster, with Charisma as it's spellcasting ability (spell save DC 18, +10 to hit with spell attacks). The Blood Mother has the following spells prepared:
*The Blood Mother adds their CHA modifier to damage rolls
Cantrips (at will): Eldritch Blast*, Spare The Dying, Light, Minor Illusion, Prestidigitation
1st level (4 slots): False Life, Detect Magic, Unseen Servant, Comprehend Languages
2nd level (3 slots): Invisibility, Silence, Detect Thoughts, Hold Person
3rd level (3 slots): Counterspell, Dispel Magic, Revivify
4th level (3 slots): Banishment, Blood Puppet, Boiling Blood
5th level (3 slots): Wall Of Force, Exsanguinate, Teleportation Circle
Gravity Plating. Can change the direction of gravity for themselves at will, meaning they can walk along walls or on the ceiling as if they were on flat ground. Any objects carried or clothing worn by the Blood Mother are also affected by the change in gravity.
Blood Spoor. By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly.
Cruor Of Visions. You prick your finger with a bone needle as you perform this action, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying.
If you place a drop (or dried flakes) of another creature’s blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy.
Blood Bath. Can spend an action to use the blood of a fallen ally or enemy to regain hitpoints while occupying the same space as the corpse. The blood mother regains 4d12 + 20 lost hitpoints each time this action is performed. This action can only be performed on any given corpse once. Recharge 6.
Sanguine Songs. Can spend an action to sing an ancient song in primordial granting 1d12 + 6 temporary hitpoints to creatures of their choice with a 120 foot circle around the Blood Mother. Any creatures not selected to receive temporary hitpoints must make a CHA saving throw (DC 18). Creatures who fail their save must roll a 1d4 to determine the effect of the song. Affected creatures can reroll the CHA save at the beginning of each subsequent turn to end the effect. Recharge 6.
Charmed: 1-2
Frightened: 3
Stunned: 4
Previous Versions
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