| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +10 |
| WIS | 15 | +2 | +7 |
| CHA | 16 | +3 | +3 |
Magic Resistance. Aldrich has Advantage on saving throws against spells and other magical effects.
Full-Blooded. Aldrich has a pool of 20d12s he can expend when casting sangromancy spells
Sanguine Vigor. When Aldrich casts a sangromancy spell, he regains a number of hit points equal to the level of the spell
Blood for Blood. When Aldrich deals damage to a creature with a spell he casts, he can expend a d12 from his Full-Blooded pool and roll it, adding the result to the damage.
Multiattack. Aldrich makes four Arcane Burst attacks.
Sanguine Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10) Necrotic damage.
Spellcasting. Aldrich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation, Theft of Vitae, Suffocate
2/Day Each: Fly, Life Tether* Lightning Bolt (level 5 version), Sanguine Shield
1/Day Each: Cone of Cold (level 7 version), Heartseeker, Mind Blank (cast before combat), Scrying, Teleport
*No concentration needed
Misty Step (3/Day). Aldrich casts Misty Step, using the same spellcasting ability as Spellcasting.
Protective Magic (3/Day). Aldrich casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
Aldrich has three legendary action points, which he can expend at the end of the turn of a creature other than himself to use a legendary action. He can only use one legendary action per use, and regains all expended uses at the start of his next turn:
Move (1 LA). Aldrich moves up to his movement speed without provoking opportunity attacks.
Sanguine Burst (1 LA). Aldrich makes a Sanguine Burst attack against a creature within range.
Spellcasting (2 LA). Aldrich casts a spell he can cast at will.
Lair and Lair Actions
Aldrich's lair is his cottage, which is fully formed of altered blood. On initiative count 20, one lair action of Aldrich's choice occurs. A lair action can only be used if if wasn't used on the previous turn.
Grappling Blood. A creature of Aldrich's choice must make a Strength (Athletics) or Dexterity (Acrobatics) check or be grappled, as a piece of furniture nearby loses its furniture form and morphs into blood that attempts to grapple the creature.
Bursting Blood. Creatures within 10 feet of a point Aldrich chooses must make a DC 16 Dexterity saving throw or take 4d10 Necrotic damage, half on a success as a piece of furniture explodes in a burst of blood.
Sanguine Reposition. Aldrich enters into a space beneath him that opens up as a tunnel of blood, and he can reappear at any spot in the cottage.
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