Medium Humanoid, Any Chaotic Alignment
Armor Class 13 (15 with blood armor)
Hit Points 82 (8d10 + 32)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws INT +7, WIS +3
Skills Arcana +9, History +9
Senses Passive Perception 10
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Magic. The Blood Mage uses it's hit dice to cast and deal damage with it's spells.

Corpse Steal. The Blood Mage can steal blood from corpses, up to 6 of it's hit dice.

Blood Steal. The Blood Mage can also pull blood out of someone other than themselves. As an action, The Blood Mage chooses a target within 60 feet. The Blood Mage must first make Blood Focus Roll +7 against the target’s Constitution Modifier + 10 + Prof. Some conditions will allow you advantage on the roll, such as: If the target is restrained, incapacitated, or paralyzed. If the target is wounded, then the target must make a Constitution Saving Throw against The Blood Mage's class Spell Save (DC 15). An unwounded target has advantage on the save. If all the check succeed, you can pull a maximum of 6 hit dice from a target no matter their size category. Or you can cast Blood Control. The Blood Mage automatically succeed your checks if the target is unconscious or willing.

Blood Control. Instead of pulling hit dice out of the target, the Blood Mage can instead hold the creature and keep it paralyzed. The target can remake the save each round.

Blood Spells.

Blood Armor (4 Hit Dice) V, S: As an action you control blood to harden into armor. This armor can cover you or any other medium sized creature. This armor is considered light and has an armor class of 12 + Dexterity bonus.
(2 Hit Dice) Increase Armor by +1 to a maximum of +4

Blood Weapon (2 Hit Dice) S: As a bonus action you form a weapon made entirely of blood. This weapon can take the form and statistics of any simple weapon and is considered magic for the purposes of overcoming resistance. Ammunition for ranged weapons cost 1 hit point each.
(2 Hit Dice) You can created Martial Weapons
(2 Hit Dice) You increase the attack bonus and damage by +1 to a maximum of +3

Cleanse (1 Hit Dice) S: As a bonus action, You use blood to heal an ally 1d4 Hit points each round for 1 rounds. You cannot heal yourself with your own blood. This spell does not require concentration.
(1 Hit Dice) Increase the number of rounds by 1
(2 Hit Dice) Increase the amount of dice by 1
(3 Hit Dice) Increase the die type by 1
(4 Hit Dice) Remove a poison
(6 Hit Dice) Remove a negative condition effect
(10 Hit Dice) Remove a disease

 

Actions

Multiattack. The Blood Mage makes two attacks, one with it's Blood Shortsword and the other with it's +1 Blood Dagger.

Blood Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage. (4 Hit Dice to create)

+1 Blood Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage. (4 Hit Dice to create)

+3 Blood Greatsword Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d6 + 5) piercing damage. (10 Hit Dice to create)

Description

A blood mage is a spellcaster who has harnessed the power beneath their skin. Blood Mages take damage to empower themselves in combat and fighting. They can create weapons, armor, and even control blood in other creatures to heal their allies.

Monster Tags: NPC

Habitat: Urban

XPtoLevel3_

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