Innate Spellcasting. The Bloodcrazed’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: Detect Magic, Jump, Mage Armor (self only)
1/day each: Arcane Gate
Spellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): Frostbite, Eldritch Blast, Produce Flame, Shocking Grasp
1st–5th level (4 5th-level slots): Shadow of Moil, arms of Hadar, crown of madness, shield, dispel magic, misty step, vampiric touch, Counterspell
Multiattack with Longsword of the Three Rites. make 2 Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4(1d10+4) piercing damage + (1d6 fire dmg, 1d6 ice dmg,1d6 lightning dmg)
Blood Shadows. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Blood Curse of the Fallen Puppet. When a creature falls unconscious or dies within 30 ft., you can use your reaction to have the creature make a single weapon attack. The creature then falls or dies as appropriate. Creature's attack roll adds additional +3 bonus to hit.
Spells. Shield
The Bloodcrazed can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
Attack (Costs 1 Action). You make one attack with your longsword.
Cast a Spell (Costs 2 Actions). You can casts one Spell.
Feed (Costs 3 Actions). Each creature restrained by you or your shadows takes 13 (38) necrotic damage, and you gain half that much temporary hit points as blood is being siphoned from their wounds.
Lair and Lair Actions
The Blood Storm. A 10-foot-radius storm of swirling blood and black tentacles appears around you at the beginning of combat. This void is filled with a cacophony of soft whispers, slurping, and whipping noises that can be heard up to 30 feet away. Inside the storm is cold, wet, and slick with blood making it difficult terrain for others that enter.
Lair Actions
On Initiative count 20 Arms of Hadar is cast at everyone inside the Blood Storm.
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