Armor Class
16
Hit Points
64
(1d4 + 1)
Speed
30 ft.
STR
20
(+5)
DEX
12
(+1)
CON
16
(+3)
INT
16
(+3)
WIS
4
(-3)
CHA
15
(+2)
Saving Throws
DEX +6, INT +8
Senses
Passive Perception 7
Languages
--
Challenge
16 (15,000 XP)
Proficiency Bonus
+5
Actions
Bonus Actions
Crimson Rite. 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.
Description
Enter a general description for your monster here.