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