Sanguine Sense. While the blood mage isn't blinded, it can see any creature that isn't an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas, invisibility, or any other phenomena that would prevent sight.
Innate Spellcasting. The mage’s innate spellcasting ability is Charisma (spell save DC 17). They can innately cast the following spells, requiring no material components:
At will: eldritch blast, disguise self, knock, charm person, misty step, pass without trace, protection from evil and good, tongues, shield
3/day each: Evard’s black tentacles, bestow curse, invisibility, mirror image
1/day each: cloudkill, modify memory, geas
Multiattack. The mage makes one eldritch blast attack and one blood drain attack or make one Call of the Blood action.
Blood Drain. Range Spell Attack: +9 to hit, 30 ft., one target. Hit: 18 (3d8 + 5) piercing damage. The blood mage may choose to either regain hit points equal to half the damage done to the target or may apply half the damage done to the target to their next spell attack.
Call the Blood. The mage targets a living creature within 30 feet that they've damaged with their Blood Drain. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this blood mage's ability again for 24 hours.
1.Blood Choke Curse. The target’s mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute.
2. Blood Eye. The target’s eyes well up with bloody tears. The target is blinded for 1 minute.
3. Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute.
4. Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save.
Bloodburst. The blood mage may teleport to a corpse within 30 feet. Any creatures within 5 feet take [roll]1d6[/roll] acid damage.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.
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