Haematomancy. This creature is defined by its use of blood to create weapons, heal itself, and many other things. This creature starts with 30 blood points and cannot exceed 30 blood points. Any time this creature deals necrotic damage, it gains that many blood points. Any time this creature takes damage, it must make a DC12 Wisdom saving throw, on a failed save this creature drops any created blood weapons which lose their form and turn into splatters of blood on the ground (This save is automatically failed if the damage dealt was radiant). Any time this creature is dealt radiant damage, it loses that many blood points. Any Any weapon this creature creates it has proficiency with when applicable. This creature can perform a number of actions due to this feature, the point values for such actions are below:
Summon Blood Moon Whip. As a free action or bonus action, this creature expends 5 blood points to summon a blood whip that deals 1d8 slashing damage plus an additional 1d6 necrotic damage. Add this creature's wisdom modifier to the extra necrotic damage on a successful hit. This weapon has both the reach and finesse properties. The revenant stood there for a moment, before stretching out his arms and putting the sides of his fists together. As he drew them apart something spawned in between, an unholy implement of death that glowed with a bloody crimson aura.
Summon Crimson Blade. As a free action or bonus action, this creature expends 5 blood points to summon a blood dagger that deals 1d4 piercing damage, plus an additional 1d4-2 necrotic damage. Add this creature's wisdom modifier to the extra necrotic damage on a successful hit. This weapon has the thrown (30/60) and the finesse properties.
Summon Scarlet Fang. As a free action or bonus action, this creature expends 5 blood points to summon a blood sword that deals 1d6 slashing damage plus 1d4 necrotic damage. Add this creature's wisdom modifier to he extra necrotic damage on a successful hit. This weapon has the finesse property.
Two Weapon Fighter. This creature is treated as though it has the two weapon fighting style.
Blood Moon Flourish. This creature will take this action if three or more enemy creatures are within 10ft of it. This creature leaps into the air, basking in the glow of the blood moon. As it comes down, it swings its whip around itself making a melee weapon attack on all creatures within 10ft using said blood whip. Additionally, any creature that is hit must make an acrobatics or athletics check. The target must succeed against a DC14 or be knocked prone.
Blood Arm Combo 1. This creature will take this action if it has both its whip and sword out and a two or less creatures are within melee range, or if there are two or less creatures within 30ft of itself, it will select one expending its movement to enter melee range. This creature uses an action to attack with its main hand whip, then uses its bonus action to attack with its sword.
Blood Arm Combo 2. This creature will take this action if it has both its whip and a dagger out and there are two or less creatures within 30ft of itself. It will use its movement if need to be within 10ft of its first target making a whip attack against it. It will then decide to either make a thrown dagger attack on the same target again or target a second creature with a thrown dagger attack, or melee dagger attack if within melee range.
Ghoulish Grasp. This creature will take this action if there are 3 or more creatures within 30ft of it, but at least one or more is further than 10ft away. This creature expends 7 blood points to summon a pool of blood underfoot each enemy creature. Each creature must succeed on a DC14 Acrobatics or Athletics check or become rooted in place by blood tendrils that rise from the pool beneath it. The target creature can attempt this throw at the start of each turn if it failed prior, losing half of its movement for the turn that it escapes.
Vampiric Bite. This creature will take this action if there is only one creature within 30ft of it, the enemy creature has been dealt necrotic damage within the last minute, and this creature has at least 15 blood points. This creature will expend its full movement if needed to perform this action at melee range. This creature adds its dexterity modifier to hit with this attack as well as the piercing damage it does. This creature adds its wisdom modifier to the necrotic damage it does. On a successful hit, this creature bares its ghoulish fangs and bites down hard on an opponent. This deals 2d6 piercing damage and 1d8 necrotic damage. Additionally, the target must make a DC12 constitution saving throw. On a failed save, the target creature is afflicted with Dracula's Curse (In 1d12+4 days this creature will turn into a revenant with signs of it growing as it transforms, unless prior to the halfway point of transformation it takes radiant damage or is blessed by a priest or cleric, or if at any point before transforming it has a dispel magic or remove curse spell cast on it. Additionally this condition can be cured if the afflicted drinks holy water at any point prior to transforming.)
Unholy Renewal. Any time this creature has not used a bonus action by the end of its turn, it will take either this action or the next action on this list. This action can also be prioritized if this creature is below 20 hit points. As a bonus action, this creature spends a number of blood points and recovers as many hit points as blood points spent.
Blood Step. Any time this creature has not used a bonus action by the end of its turn, it will take either this action or the previous action on this list. This action can also be prioritized if this creature is attempting to get away from or close in on an opposing creature. As a bonus action, this creature fades into a red mist, re-appearing somewhere within 30ft of its previous position in a cloud of bloody vapor
Vile Defense. Up to three times per day, as a reaction this creature can summon tendrils of blood to block a physical melee or ranged attack against it. The attacker Must make a DC14 athletics/acrobatics check. Upon failure, the attack does no damage and upon success it does half damage.
Vile Strain. Up to three times per day, as a reaction this creature can manipulate an enemy creature's blood to assault their mind and put a strain on their concentration. When this creature is targeted by a spell, it can use this reaction. If it does, the creature casting the spell must make a DC16 saving throw using their spellcasting ability modifier, gaining a plus 2 to their roll for each level above 1st of the spell cast. Upon a failed save, the spellcasting creature's spell fizzles out into nothing. Upon a successful save, the spell is cast but it's effects are dulled (For instance, if it's a damaging spell it only does half damage).
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
An encounter with any blood moon revenant begins late at night, shadows begin to dance around the area of the targeted creature. A bloody vapor starts to permeate the air, and the moon starts to glow blood red. Then out from the darkness a cloud of red mist will appear, from the red mist appears an unholy mockery of life. Enemies of the Dark Lord Dracula beware, the blood moon revenants hunt you upon this night.
Johnathan was a proud vampire hunter for two years prior to his untimely demise. He is the second to most recent to carry the Nightbane whip, giving it to his younger brother Montgomery the night of his passing. He always took pride in being a defender of the people against the evils of the night. When Dracula appeared he fought tooth and nail, but was ultimately the first to die at the hands of the Dark Lord. Upon resurrection he had lost all that made him a paragon of virtue and justice. He was simply a puppet of the Dark Lord Dracula, with a singular purpose. Hunt down and kill all enemies of the most powerful Vampire.
Comments