Blood Maledict. You can invoke a blood curse 4 times per short rest. When you amplify a curse's effect, you take 1d6 Necrotic damage, and the curse gains its additional effects.
Brand of Castigation. One per day, whenever you damage a creature with your Rite, you can sear them with an Arcane brand. You always know the direction of the branded creature, and any time they damage you or an ally, they take 3 psychic damage.
Savage Attacks. When you score a critical hit, you can roll the weapon's dice an additional time.
Mystic Frenzy. When you use your action to cast a cantrip, you can follow up with a bonus action weapon attack.
Spellcasting. Ziraj, The Black Vanguard, is a 7-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ziraj has the following Warlock spells prepared:
Cantrips (at will): Chill Touch, Eldritch Blast, Fire Bolt
2nd level (3 slots): Chromatic Orb, Scorching Ray, Hellish Rebuke, Acid Arrow
Ziraj, The Black Hunter, has 2 attacks per action.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 9 (1d10 + 5) Slashing damage.
Greatbow. Ranged Weapon Attack: +10 to hit, reach 900 ft., 1 target. Hit: 15 (2d10+5) Piercing damage. This attack ignores half and three-quarters cover.
Chill Touch. Ranged Spell Attack: +6 to hit, reach 240 ft., 1 target. Hit: 8 (2d8) Nectrotic damage.
Eldritch Blast. Ranged Spell Attack: +6 to hit, reach 240 ft., 2 targets. Hit: 5 (1d10) Force damage.
Fire Bolt. Ranged Spell Attack: +6 to hit, reach 240 ft., 1 target. Hit: 10 (2d10) Fire damage.
Scorching Ray. Ranged Spell Attack: +6 to hit, reach 240 ft., 3 targets. Hit: 6 (2d6) Fire damage.
Crimson Rite. You imbue a weapon to strike for an additional 1d6 fire damage. If you roll a 1 or 2 on the damage you may reroll and choose which die to use. Upon activation, you take 1d6 slashing damage. The damage is magical and lasts until you complete a short/long rest.
Blood Curse of Binding. You can attempt to bind a Large or Small creature you can see. It must succeed on a STR saving throw (DC 14) or have its speed reduced to 0 and cannot take reactions until the end of your next turn.
Amplify. The curse lasts for 1 minute and affects any creature. The creature can repeat the saving throw at the end of each turn.
Blood Curse of the Marked. You mark a creature that you can see. Until the end of your turn, you roll an additional 1d6 when determining Rite damage whenever you hit the creature with a Crimson Rite weapon.
Amplify. Your next attack roll against the target before your turn ends has advantage.
Spell. Hellish Rebuke, Sudden Slide
Law of Spiders. When an ally within 60 ft. of you falls to zero hit points, Beath can use their reaction to take (X) amount of Necrotic damage (ignoring Resistance and Immunity) and gift their ally temporary hit points equal to the damage taken.
Description
Ziraj was a half-orc hunter who wielded an oversized great bow that shoots correspondingly large arrows. He was a Master of Assassination for the Black Network before he was captured by the City Watch. He was killed by Xanthanar's forces while in prison, but his body was carried into the Abyss by servants of Belaphos. The Great Balor reanimated him, turning him into an undead wraith.
Treasure. Ziraj wears +1 Demon Skin Leather Armor. When the wearer dies, the armor automatically destroys the bearer's body and sends its soul screaming into the Abyss. He carries an oversized Great Bow. This unique weapon can be used only by a Medium or larger creature with a Strength of 18 or higher. The bow shoots oversized arrows with piercing damage equal to 2d6 + the wielder’s Strength modifier. Its range is 300/1500.
Undead Nature. Ziraj, The Black Hunter, does not require air, food, drink, or sleep.







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