Medium Elemental, Any Chaotic Alignment
Armor Class 22 (Natural Armor)
Hit Points 322 (28d8 + 196)
Speed 45 ft., Fly 60 ft.
STR
24 (+7)
DEX
24 (+7)
CON
26 (+8)
INT
12 (+1)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +13, CON +14
Skills Perception +10
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Thunder
Damage Immunities Fire
Condition Immunities Blinded, Deafened, Exhaustion, Frightened
Senses Darkvision, Unknown Bloodsight he is able to feel anyone with blood in an 80ft radius , Passive Perception 20
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Increased Temp. Creed has the ability to stack temporary health but stops after it has stacked to 190. 

Sacrifice to Death. After Creed reaches zero hit points two of his strongest summons will die to bring him back at 1 hit point and use their health as temp HP.  

Blood Alter. Creed gains Temporary health for every enemy he kills equal to there total hit points. 

Murder High. After creed drops below 100 Hit Points he deals and extra 3d6 damage for his weapons the damage type varies on the weapon damage. 

 

 

 

Actions

Multiattack. Creed makes three attacks two with his sword and one last one with his spear, if available create summons or his talons

Sanguinary Blade. Melee Weapon Attack:  +13 to hit, reach 5ft.1 target. Hit: 38 (5d10 + 10). slashing damage. The blade once it comes into contact with the target the blade will create a gaping wound that will suck the blood into his sword and heal him for half the damage done if at max health goes to over-health 

Hemorrhaging Spear. Ranged Weapon Attack: +13 to hit, range 60ft., 1 target. Hit: 28 (3d12 + 8) [Piercing damage] The spear if it strikes the target will become stuck inside of them Halving there movement speed and each one of their turns the spear is left inside their body will become deeply rooted inside of their body causing the damage to increase 1d12 per turn they do not take the damage of the attack until the spear is removed it takes a bonus action to remove the spear and the target must succeed a DC 20 CON save if failed the damage will increase (1d12 per turn to 2d12) the damage will increase on each fail. 

Blood summons. He can summon 2 summonses draining health depending on the creatures CR and can heal them by providing health them over a distance of 100ft the three creatures he can summon are a force of blood or a blood knight General he can only have four up at a time. 

Talon Strikes. Melee Weapon Attack: +13 to hit, reach 5ft. hit 22 (3d8 +8) [Piercing damage] With his bonus action he can stab into an enemy and they must succussed a DC 20 con saving throw if failed they will be paralyzed as along as he keeps his hand inside of them. 

Transference Connection. The warframe can connect to his armor to use one of its abilities for mana from both Creed and the armor. This ability also allows for it to use spells from the owner's spell list on his next turn. 

 

 

Bonus Actions

Blood Field. At the end of his turn, he can use his bonus action to create a field of blood around him (15ft radius) for 15 health that once and enemy steps inside of it will act as difficult terrain and cause them to have disadvantage on attacks against him this will and once the try to leave the area must succussed a DC 20 STR if failed they are restrained this lasts until his next turn. 

Quick Demise. He sacrifices 15 health and adds an extra 2d12 to an attack (this amount can increase) 

Quick call. He is able to recall his summons to restore his health using half of their remaining Hit Points. 

weeping wounds. Sacrificing health he is able to restore the Hit points of one summon of his choosing as long as he has the health amount he is giving

Reactions

Stay Ready. Sacrificing ten health creed is able to become resistant to one damage type it is currently being damaged by until there next turn. 

Blistering shell. Sacrificing ten health and 4 mana Creed is able to create a shield that will form around one person of his choosing's body to send the damage to him instead. 

Marked for Death. Creed after losing health will cause a mark to appear on the enemy DC 20 CHA that will cause them to take extra damage (2d6) that will stack each time he is damaged that extra damage will then turn into over health for creed. 

Festering Revenge. After Creed is struck by a non-magical attack hardened blood will shoot out of his body and try to strike the enemy this will cause temp HP based on the damage done to the enemy. the attack uses his Hit/DC dealing (4d10 + 12)  

Bleeding Transportation. He is able to switch places with one of his summons after receiving damage.

 

Previous Versions

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