Medium Swarm of Medium undead, Lawful Evil
Armor Class 16
Hit Points 30 (6d20 + 10)
Speed 30 ft., Walk 50 ft.
STR
15 (+2)
DEX
13 (+1)
CON
17 (+3)
INT
25 (+7)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws INT +12, WIS +13, CHA +15
Skills Stealth +27
Condition Immunities Frightened
Senses Darkvision, Passive Perception 30
Languages All
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Darkroom. He can cast a spell making all dark magic do double damage for the entirety of combat.

 

Actions

Blood Bite. He bites a player they roll a d10 of damage and then he heals the rolled number the same as the player is damaged.

Blood Claws. Melee Weapon Attack: +4 to hit, reach 4 ft., 1 target. Hit: 14 (2d6 + 4) [Slashing] damage. 

Blood Bat. RangedWeapon Attack: +6 to hit, range 10/20 ft., 2 target. Hit: 12 (3d4 + 2) [Piercing] damage.

Blood Cloak. He covers himself with his cloak boosting his AC by 2 for 3 of his turns

Blood Wave. He opens his cloak and a wave of blood spills out dealing 3d8 of [Acid] damage to everyone but him.

Bonus Actions

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

Reactions

Blood Strike. if hes attack and you have a lower AC than him he can attack you back for a guaranteed 1d6 [Slashing] damage .

Legendary Actions

He only has 3 legendary actions per combat.

Blood Golem (Costs 1 Actions). He creates a golem made out of blood with an AC of 15 and a attack that if it hits deals 2d8 of [bludgeoning]  damage.

Mythic Actions

He only has 2 mythic actions per combat.

Blood Scythe (Costs 1 Actions). .He can conjure and attack with a Scythe made of blood those hit by the attack have to roll a CHA save if they fail they take double damage and will be unable to attack on their next turn the damage rolled will be 1d20 [Slashing] damage.

Description

He is a 6'1 tall pale man with pointed ears and sharp fangs he wears a cloak and dark robes as he gazes at you with blood red eyes.

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.

varastriker

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