Medium Undead (Elf), Chaotic Evil
Armor Class 21 Plate
Hit Points 175 (13d8 + 104)
Speed 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
26 (+8)
INT
12 (+1)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws STR +12, CON +13, CHA +8
Skills Athletics +15
Damage Resistances Poison
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Blindsight 90, Darkvision 90, Passive Perception 10
Languages Celestial, Common, Elvish
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Bloodsense. Knows the Location of all living creatures within 60ft

Unending Thirst: When reduced to 0HP if a creature is within 5ft of you, make an attack against them 1d20+11 to hit, if you hit you deal 4d6 Necrotic Damage to them and heal for the damage done, cannot use this if you have taken Radiant Damage this turn.

Sanguine Smites: Can use a slot to deal an extra amount of necrotic damage equal to 2d8 for the first and an additional 1d8 for each higher, and heal for all necrotic damage done.

  1. (4) 2d8
  2. (3) 3d8
  3. (2) 4d8
  4. (1) 5d8

 

Actions

Multi-Attack. Make any combination of 3 Vita-Mori or Blood-Bolt attacks and 1 Grab attack.

Vita-Mori. Melee Weapon Attack, 1 target, 5ft range, 1d20+11 to hit 2d10 Slashing + 4d6 Necrotic Damage, if this hits the targets max HP is reduced by 10, if this drops a creature to 0 HP you heal for 50 HP

Blood-Bolt: Ranged Spell Attack, 1 target, 120ft, 1d20+12 to hit, 3d8 Necrotic Damage, and the next time they heal, they only heal for half.

Grab: make a Grapple Check against a creature within 5ft.

Cruentum Verre: (Recharge 5 or 6) all creatures in a 40ft Cone make a DC 20 Constitution Save, on a fail they take 16d6 Necrotic Damage, any target than fails by 5 or more has there max HP lowered by half the damage taken

 

Bonus Actions

Drink Lifesblood: Can only be used on a grappled target, target makes a DC 20 Constitution Save, on a fail they are afflicted with Vampirism, on a fail of 10 or more the damage this deals is doubled. Whether pass or fail they take 4d10 Necrotic Damage and heal for the Damage done.

Dark Momento: Target 1 Creature within 60ft, they make a DC 20 Wisdom Save on a fail, they creature becomes cursed, roll 1d6 to determine an ability score, the targets ability score reduces by 1 at the start of each of there turn until the curse is removed, additionally they take 1d12 Necrotic Damage at the start of each of their turns, only 1 creature can have this effect at a time.

Gorge on Blood: Gain 2d10+8 Temporary Hit Points.

Reactions

Blood Shield. Roll 1d6, take twice that amount of Damage and increase your AC by the amount rolled until the start of your next turn.

Momento Mori: One a creature hits you with an attack, mark the for death on your next turn they are vulnerable to Necrotic Damage.

Takeaway Feast: When a creature within 5ft of you attempts to move, you can use your reaction to attempt a grapple check, if you succeed you make immediately use Drink Lifesblood.

Description

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Zylithe

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