You can invoke a blood curse 3 time(s) per short rest. Before it affects the target, you can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes you to take 1d6 points of necrotic damage that cannot be reduced in any way.
Creatures that don't have blood in their bodies are immune to blood curses, unless the curse has been amplified.
Thrice per short/long rest, whenever you damage a creature with a weapon that has an active rite, you can sear an arcane brand into that creature. Your brand has the following effects:
- You always know the direction to the branded creature as long as it’s on the same plane as you.
- Each time the branded creature deals damage to you or another creature you can see within 5 ft. of you, the branded creature takes 6 psychic damage.
Your brand lasts until you dismiss it or until you apply a brand to another creature. Your brand can be dispelled with dispel magic and is treated as a level 5 spell.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 ft., until the start of your next turn.
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 16(2d6 + 8) [Slashing] damage, Hit: 7(2d6) [Fire] damage
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +3 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
Blood Curses
As a bonus action, you attempt to bind a Large or smaller creature that you can see within 30 ft. of you. It must succeed on a STR Saving Throw (DC 16) or the cursed creature’s speed reduced to 0 and it cannot take reactions until the end of your next turn. You can use this property again on a long rest.
Amplify. The curse lasts for 1 minute and affects creatures of any size. The cursed creature can repeat the saving throw at the end of each of its turns to end the curse.
Blood Curse of the Marked
As a bonus action, you mark three creatures that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. You may use this property again on a long rest.
Amplify. The next attack roll you make against the target before the end of your turn has advantage.
As a bonus action, you can activate any rite you know on a weapon you’re holding. A weapon can only hold one active rite at a time. When activated, you take 1d6 necrotic damage which can't be reduced in any way.
While your rite is active, attacks made with this weapon are magical, dealing an additional 1d6 damage of the type determined by the chosen rite. The rite’s effect lasts until you finish a short/long rest and other creatures cannot gain the benefit of your rite. (Fire/Lightning)
You can consume three mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified.
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Reconstruction
For 1 hour, when you start your turn with 107 HP or less (but have at least 1 HP), you regain 5 hit points. However, your speed is reduced by 10 ft. during this time.
PotencyYour STR score and maximum increases by +3, however you have disadvantage on DEX saving throws.
RapidityYour speed increases by 10 ft. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 ft.
Strange MetabolismOnce per long rest, you can trigger a burst of adrenaline and as a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute.
When a creature you see within 30 ft. of you takes damage from an attack or spell, you can use a reaction to remove any damage resistances dealt by the triggering attack/spell (including the triggering effect). This lasts until the end of the target's next turn.
Amplify. The target loses any damage immunities dealt by the triggering attack or spell instead but has resistances to those damage types until the end of its next turn.
You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, and you have advantage on Intelligence ability checks to recall information about them.
You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands
Your speed increases by 5 ft. and you have a +3 bonus to your Strength, Dexterity, and Constitution saving throws.
Great Weapon Master
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Areon has 3 legendary actions that reset on the end of each round, and three legendary resistances that reset at the end of each day.
Strike. (Costs 1 Actions). Areon may use up to half his movement and make one great sword attack on a creature.
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
In Areon's dreamscape his shattered and broken mind amalgamates his last emotions before the collapse, into a three headed monstrosity. His towering 11 foot frame with 638 pounds of muscle and pure emotion, Blazing hair with glowing blue eyes and amalgamated limbs coming from his ribs, arms and other extremities resides in the distasteful place in Areon's mind.
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.
Previous Versions
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