Medium Undead, Neutral Evil
AC 20    Initiative +16 (26)
HP 385 (35d10 + 175)
Speed 30 ft.
Mod Save
STR 20 +5 +5
DEX 20 +5 +12
CON 20 +5 +12
Mod Save
INT 16 +3 +10
WIS 16 +3 +10
CHA 16 +3 +3
Skills Arcana +19, History +12, Insight +9, Perception +9
Resistances Cold, Lightning
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft.; Passive Perception 19
Languages Common, Infernal Four languages of the DM's choice
CR 21 (XP 33,000, or 41,000 in lair; PB +7)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the Blood Lord fails a saving throw, it can choose to succeed instead.

Blood of my blood. The Blood Lord chooses a Vampire Spawn and turns it into a Vampire. If destroyed, the Blood Lord reforms in 1d10 days, reviving with all its Hit Points. The new body destroys the Vampire and they reform where the Vampire was.

Actions

Multiattack. The Blood Lord makes three attacks, using Sanguine Tendrils or Bloodrender Greatsword in any combination.

Sanguine Tendrils. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 17 (2d12 + 5) Necrotic damage and the target is grappled (Escape DC 16).

Bloodrender Greatsword. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (2d6 + 5) Slashing damage, plus (2d6 + 5) Necrotic damage, and the target can't regain hit points until the end of their next turn.

Spellcasting. The Blood Lord casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

At Will: Detect Magic, Detect Thoughts, Dispel Magic, Invisibility, Mage Hand, Prestidigitation


2/Day Each: Animate Dead, Hunger of Hadar


1/Day Each: Dimension Door(Cape of Mountebank), Chain Lightning, Finger of Death 

Reactions

Protective Magic(3/day). The Blood Lord casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3, 4 in Lair. Immediately after another creature’s turn, the Blood Lord can expend a use to take one of the following actions. The Blood Lord regains all expended uses at the start of each of its turns.

Deathly Teleport. The Blood Lord teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 6 (2d6) Necrotic damage.

Lifedrinker. Constitution Saving Throw: DC 18, each creature that is currently Grappled by the Blood Lords sanguine tendril. Failure: 15 (5d6) Necrotic damage and the Blood Lord gains half the damage in hit points. Success: Half damage. Failure or Success: The Blood Lord can’t take this action again until the start of its next turn.

Frightening Gaze. The Blood Lord casts Fear, using the same spellcasting ability as Spellcasting. The Blood Lord can’t take this action again until the start of its next turn.

Habitat: Any

DartanyanHobbs

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