Large Undead (Angel), Lawful Evil
Armor Class 22 +1 plate and +1 Shield
Hit Points 189 (14d12 + 98)
Speed 50 ft., Walk 50 ft.
STR
24 (+7)
DEX
14 (+2)
CON
26 (+8)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +12, CON +13
Damage Immunities Necrotic, Radiant
Senses Blindsight 60, Passive Perception 23
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Blood Sense: The Blood-guard knows where any creature with blood is, within 1 mile of it.

Undead Constitution: When the Blood-guard Captain drops to 0hit points, it can make a DC 15 Con save, if it passes it rolls 3 hit die, and regains that much HP, the DC increases by 5 each time this is used.

Hemorrhaging Aura: Each creature that starts its turn within 30ft of Blood-guard Captain, or enters that area for the first time on a turn makes   a DC21 Con save, taking 3d10 Necrotic and 3d10 Radiant damage on a fail, or half on a success  

Actions

Multi-attack: Make 2 Blood-Axe attacks, 2 Wings of Light Attacks and one Bloody Slash.

Bloodied Seraph Sword +12 to hit, 1d12+10 Slashing. 2d6 Necrotic and 2d6 Radiant Damage.

Bloody Slash: Cone 15ft, DC 20 Dex save, 3d10 Necrotic Damage and 3d10 Radiant.

Bite: +12 to hit 3d10+14 Necrotic damage, heal for all damage dealt.

Wings of Light: +12 to hit, 4d8+4 Radiant damage, DC 21 Con save, blinded on a fail

Bonus Actions

Rupture: Target makes a DC 21 Con save, on a fail they expend one of their hit die taking it as damage.

Siphon Blood (3/day): Choose 1d4 Targets within 60ft expend 3 Hit die and add your Con Modifier, dealing 3d12+7 damage each and healing for the amount done, on a failed DC 21 Con save.

Reactions

Bloody Shield: When you are hit as a reaction expend a hit die and add it to your AC untilt he start of your next turn.

Steal Vitae: When a creature within 120ft of Blood-guard Captain casts a spell, Blood-Guard Captain can use its reaction to attempt to counter it, creature rolls 1d20+prof+Con, if Blood-Guard Captain wins the spell slot is expended and the spell does not go off. Whoever loses take 6d8 Damage that can be reduced in any way.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Zylithe

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