Powerful Build. Eralen counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.
Invisible. Eralen cannot be tracked by magical means. Abilities that sense ki, cursed energy, magic, or anything of the sort don't work for Eralen.
Body Owner. Eralen gains advantage against effects that would change his form.
Poisonous Blood. If Eralen's blood comes into contact with a creature, it takes 1d12 poison damage at the start of its turns until 1 minute has passed. Also, the creature must make a DC 18 Constitution saving throw or be knocked prone and have its movement speed reduced to 0 until the beginning of its next turn. Also, on a failure it also becomes poisoned. Poison damage from this feature overcomes resistances and immunities. A creature with the Reinforced Immune System feat is immune to this feature.
Cursed Energy. Eralen has 78 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.
Cursed Energy Recovery. Eralen regains 1 cursed energy at the beginning of his turns while in combat. This combat must be one where his life is at risk.
Unarmored Movement. Eralen can move and run along vertical surfaces and across liquids on his turn without falling during the move.
Cursed Armor (1-6 Cursed Energy). Eralen can give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Eralen can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.
Cursed Strike (1-6 Cursed Energy). Eralen can, when making an Unarmed Strike, add 1d12 force damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes.
Curse-Empowered Strikes. Eralen deals an additional 6 (1d12) force damage whenever he attacks with his Unarmed Strikes and weapons he's proficient with (already included). Additionally, his attacks are considered magical.
Negative Flow. Whenever Eralen is under the effects of the conditions frightened, berserk/bloodlusted, are under half his maximum hit points (230), missing a limb lost in this encounter, or in an encounter that's total CR is higher than his Level; Eralen will gain 3 temporary cursed energy at the start of his turn which cannot go above 1/4th of his cursed energy maximum (18). The DM can determine that an encounter is not suitable for Negative Flow to be able to be used.
Focused Rage. During his turn, while using Negative Flow and being under any of the circumstances listed in the feature, Eralen can begin concentrating as a free action to increase the temporary cursed energy gained at the start of his turn to 6. When the circumstances listed end Eralen can no longer concentrate on this feature. (This feature can be concentrated on even while under the berserk/bloodlusted condition)
Blood Weight (3 Cursed Energy). As a free action Eralen can cause a creature he can see with his blood on them, such as literally on them or staining their clothes, to be weighed down by his blood. For each Blood Point worth of blood on the creature their speed is reduced by 5 feet, if this reduces their speed to half it’s normal value they have disadvantage on Dexterity saving throws, and if it reduces their speed to 0 they automatically fail Dexterity saving throws. Eralen must spend 1 Cursed Energy at the start of the weighed-down creature’s turns to maintain this effect.
- You may determine how many blood points a creature has on them as it is equal to how many blood points a technique that hit them cost before reductions. Example: If a creature is hit by a technique that costs 10 blood points, they have that amount on them now. If the technique was a saving throw that the creature succeeded and only receives part of the effects and damage because of it, only half the amount of blood points are on them. A creature exposed to light rain loses 5 blood points that are on them at the end of their turn, and the same amount when they are hit by a light source of water such as being splashed by a bucket of water or laying on shallow water. A creature exposed to heavy rain loses 10 blood points that are on them at the end of their turn, and the same amount when they are hit by a heavy source of water such as a wave that engulfs them, a powerful water technique/spell. A half or fully-submerged creature cannot have blood points on it.
Flowing Red Scale (3 Cursed Energy). Eralen may, as a free action, gain the following benefits for 1 minute:
- Eralen's movement speed increases by 20 feet.
- Eralen will gain a +2 bonus to your AC.
- Eralen will have advantage on Dexterity saving throws.
- Eralen will gain an additional action on each of his turns. That action can be used only to take the Attack (one melee weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When Eralen uses Maximum Output on this technique, it will become Flowing Red Scale: Stack, increasing his physical capabilities to an even higher degree than usual.
- Eralen's movement speed increases by 40 feet. This replaces the bonus from the normal Flowing Red ScaleLvl .
- Eralen will gain another +2 bonus to your AC.
- Once per round, Eraleb can reroll a failed Dexterity saving throw, and must use the new result.
- Eralen will gain an additional Reaction per round.
Flowing Red Scale Focus. At any time (no action required) Eralen may choose Perception checks or ability checks using one stat amongst Strength, Dexterity or Constitution, foregoing a number of benefits of his choice from Flowing Red Scale and Flowing Red Scale: Stack until the end of his next turn. The first benefit forgone grants advantage on the chosen kind of checks, each benefit after granting a +2, for the same duration. Eralen may do the same for Strength, Dexterity or Constitution saving throws however, this only grants you +1 to the save for every 2 benefits sacrificed after the first.
Crimson Overflow. Every time Eralen spends additional Cursed Energy on his features while Convergence is active, every 1 Cursed Energy he spends will count as 4 added, although this still cannot go above his maximum. This works damage, duration, and temporary hit points in case of his Cursed Energy Armor.
Energy to Blood. Whenever Eralen uses one of his techniques that requires blood points, he may spend additional cursed energy equal to the blood points needed for the technique, creating 3 blood points per cursed energy spent.
50 Meters In 3 Seconds! Eralen has 2 reactions per round.
Cursed Martial Artist.
- Eralen's unarmed strikes, when benefiting from the Cursed Strike enhancement, have their critical hit range increased by 1 (Ex. If he would score a critical hit on a roll of 20 with his unarmed strikes, he can now score a critical hit on a roll of 19 or 20 so long as he uses Cursed Strike). Additionally, whenever Eralen scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit.
- If Eralen has taken the Attack action on his turn and only used unarmed strikes, when he makes any unarmed strike which benefits from Cursed Strike as a bonus action, the enhancement's cursed energy cost is reduced by 2 (to a minimum of 1).
Taijutsu Sorcery. Once per round, Eralen can make an unarmed strike or martial weapon attack with advantage (this does not give you an extra attack). If Eralen already had advantage on a unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1 using this feature.
Cursed Enhanced Body. As long as Eralen has 1 cursed energy or more, he may add 3 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied).
Multiattack. Eralen can make 3 attacks.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) Bludgeoning damage and 6 (1d12) Force damage.
Exorcise. Eralen can automatically destroy a cursed spirit within 30 feet of himself with a CR of 3 or lower that he can see.
Crimson Binding (1 Cursed Energy, 2 Blood Points, S-2). Eralen must choose a target within 30ft of him. The target must make a DC 20 Dexterity saving throw or become restrained. The creature can spend its action after being restrained to roll a Strength saving throw, breaking itself from the effect on a success.
Slicing Exorcism (3 Cursed Energy, 2 Blood Points, S-1). Eralen forms a blood wheel and make a ranged cursed energy attack roll against a creature within 30ft. On a hit, the target takes 63 (14d8) slashing damage.
- Alternatively, Eralen can shape the blood into a stream, slicing through everything in its path (S-2). Each creature in a 30ft line that is 5ft wide must make a DC 20 Dexterity saving throw, taking 63 (14d8) slashing damage on a failure, or half as much on a success.
Blood Tidal Wave (10 Cursed Energy, up to 120 Blood Points, S-2). Eralen creates a tidal wave of blood from his body. All creatures who enter the area around him or start their turn within it must make a DC 20 Strength saving throw, taking 1d8 bludgeoning damage for every 5 Blood Points spent and falling prone on a failure, or half as much damage without falling prone on a success.
The radius is an amount of feet equal to the amount of Blood Points spent, to a maximum of 30 feet. If Eralen spends Blood Points such that the radius would exceed 30 feet, then at the start of each of his subsequent turns, the radius expands in 30-foot increments until it matches the total radius based on the amount of Blood Points spent, at which point the tidal wave ends. The tidal wave remains centered on the point at which Eralen first cast it until it ends. The blood points spent on this feature are halved, while still achieving the same effect.
Piercing Blood (8 Cursed Energy, 8 Blood Points, S-2). Eralen focuses blood into a highly pressurized beam that tears through targets. Eralen can fire at a target within 60 feet. Make a ranged cursed energy attack roll with advantage. On a hit, the beam deals 123 (19d12) piercing damage.
- Alternatively, Eralen can release this technique in a 5-foot wide, 120-foot long line. All creatures in the line must make a DC 20 Dexterity saving throw with disadvantage. On a failure, they take full damage; on a success, half. The line form requires the same cost. Eralen may maintain the line form, requiring concentration to do so. On subsequent turns while maintaining the line, Eralen can fire the beam again by spending half the cursed energy and blood points, making the action to fire it a rooting action. When firing again this way the new line cannot be more than 90 degrees away from the previous line in any direction, the save against it does not have disadvantage, and any creatures in the path between the previous line and the new line must make the save. Eralen may continue maintaining this line so long as his concentration is not broken, and his concentration is broken by preforming any action that is not firing the beam again.
Blood Rain (4 Cursed Energy, 4 Blood Points, S-2). Eralen launches a beam into the sky that falls back as hundreds of blood droplets. All creatures in a 30-foot radius must make a DC 20 Dexterity saving throw. On a failure, they take 67 (15d8) piercing damage; on a success, half. You may delay the fall for a number of rounds up to your Charisma modifier, with the effect occurring at the start of your turn on that round.
Blood Terrain Infusion (8 Cursed Energy, 6 Blood Points, S-2). Eralen infuses the ground with blood, warping it to his will. All creatures in a 30-foot radius centered either on himself or on an area sufficiently covered in Eralen's blood as determined by the DM, must make a DC 20 Dexterity saving throw. On a failure, they take 88 (16d10) piercing damage and are knocked prone; on a success, half damage and remain standing. The pillar lasts for a minute and may be dispelled at will before that duration expires. Eralen does not take damage from this technique if he is within its range.
- Eralen may also create a 100-foot tall cylindrical pillar in the area, elevating creatures within it to the top. Creatures that passed their save may choose to escape the area before elevation. Additionally, if this technique is used on ground affected by Piercing Blood or Blood Rain in the past minute Eralen may use this technique remotely from that area.
Crimson Guillotine (1-18 Cursed Energy, same amount of Blood Points, S-2). Eralen forges his own domain of carnage, shaping his blood into a shifting grid of crimson slashes. Eralen can unleash a deadly lattice of slashing force. The grid extends in a (5 × the amount spent)-foot-long, 10-foot-wide and 10-foot-tall line starting from Eralen. All creatures in the line must make a DC 20 Dexterity saving throw. On a failure, they take 1d6 slashing damage per cursed energy spent, or half as much on a success.
Blood Caltrops (1-6 Cursed Energy, same amount of Blood Points). Eralen summons floating caltrops of blood that punish enemy movement. For each cursed energy and blood point spent, Eralen creates two caltrops. These caltrops hover in a 30-foot radius for 1 minute. Any enemy entering or starting their turn in the area must make a DC 20 Dexterity saving throw. On a failure, they take 27 (6d8) piercing damage per caltrop (max 4 caltrops affect a creature at once) and have their speed reduced by 20 feet per caltrop hit. On a success, they take half damage and their speed isn't reduced.
Blood Grab (2 Blood Points, S-1). Eralen may shoot off a limb towards an enemy of his choice. This limb is launched 30 feet towards the target. Eralen may do anything he can normally do with a limb at this new extended range, such as an unarmed strike or a grapple. If Eralen manages to land a grapple he may then pull himself towards the target or the target towards him, as a part of this action.
Supernova (4 Cursed Energy, 2 Blood Points, S-1). Eralen can create a small orb of blood that can fit in his hand, placing it in an unoccupied space he can see within 30 feet. The orb remains for up to 1 minute. The orb explodes, forcing each creature within 10 feet to make a DC 20 Dexterity saving throw. On a failure, a creature takes 88 (16d10) piercing damage and is knocked prone. On a success, they take half as much damage and are not knocked prone.
Eralen may create up to 6 orbs at once, spending additional Cursed Energy and Blood Points for each orb. Eralen can choose for the orbs to explode immediately upon creation or manually trigger their detonation as a reaction when a creature enters the explosion range.
Creatures in the area of effect of more than one orb make only one saving throw and take the damage of only one orb, but the DC of the saving throw increases by 1 for each additional orb affecting them.
Sorcerous Burst. Eralen casts remnants of his sorcerous energy left attached to his soul as a free action after an unarmed attack he can add 2d8 of any transmutation damage type on a creature within 120 feet of him.
Dimension door close(1 Cursed Energy). Eralen forces a creature within 500 feet of him to make a DC 19 Dexterity saving throw. On a failure, they take 24 (7d6) bludgeoning damage. On a success, they take half as much damage. (Two doors appear around a creature of Eralen's choosing before closing in an attempt to cut them in half - if a fail is the outcome of the creatures roll and the damage is enough to finish off the creature to 0 hit points then Eralen makes a 2d100 roll if the roll is higher than the Creatures total hit points whilst the creature is downed the creature is cut in half from the torso and half of the body is sent to wherever Eralen chooses)
Martial Arts. When Eralen uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon.
Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Eralen can perform two unarmed strikes.
Cursed Patient Defence (3 Cursed Energy). Eralen can take the Dodge action.
Cursed Wind Step (3 Cursed Energy). Eralen can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn.
Maximum Output. Eralen must spend Cursed Energy equal to the original cost of one of his lapse, reversal, extension, or maximum techniques twice. The first time he pays this cost, any reductions that apply to the technique are used; the second time, none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast before the end of his next turn:
- The technique's range and area of effect are increased by half its original range, rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch-based techniques.
- The technique's damage dice is increased by half of its original dice or damage bonus if the technique is a flat damage rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
- The technique's bonus to hit is increased by 3.
- The technique's DC is increased by 3.
- The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.
Eralen cannot choose the same benefit twice.
Maximum Output lasts on a technique (once it has been casted) for 3 rounds.
Blood Spit (2 Blood Points, V-1). Eralen may make a melee cursed energy attack roll against a creature within 5ft. On a hit, their face is covered in his blood for 6 rounds. For 3 Cursed Energy as part of covering a creature’s face in blood or no action required while a creature’s face is covered in blood, Eralen may cause the blood to burst, dealing 18 (4d4) piercing damage to them as well as making them blinded until the end of their next turn. If they were preforming any kind of action when Eralen bursts the blood they must make a concentration save or fail to preform the action, the resources used to perform it not being wasted, Eralen cannot do this while incapacitated. Once Eralen has used this, the feature ends early.
Convergence. Eralen can activate Convergence to compress and condense blood to its absolute limit for 1 minute.
While Convergence is active, whenever he uses one of his cursed techniques, he may as an action or bonus action spend up to 12 additional cursed energy and half that amount of Blood Points (rounded up), choosing one of the following enhancements per point spent:
- One additional damage die.
- One additional turn of duration.
- +5 feet to the technique’s range.
- 10 additional hit points (if applicable).
These enhancements are applied as appropriate to the technique being used. When spending additional cursed energy and blood points to enhance a technique, Eralen must maintain the technique's somatic components.
When Eralen is within 5 feet of a creature that uses Blood Manipulation or a Death Painting that is related to him, he may, at will, send Blood Orbs to them, allowing them to use any blood manipulation move they meet the prerequisites of. If he doea, he may choose to compress the transferred orbs during the handoff by spending the same action or bonus action required to enhance them, as if he was enhancing the technique himself.
If a creature hits Eralen while he is activating Convergence, he must succeed on a DC 15 Intelligence (Arcana) check using Charisma instead of his Intelligence modifier, or the activation fails and Convergence ends. On a success, he activates it as normal.
Additionally, only during Convergence, Eralen can perform any of the following techniques: Piercing Blood, Blood Rain, Blood Terrain Infusion, Crimson Guillotine, Blood Caltrops, Blood Shield and Supernova.
Blood Meteorite (6 Cursed Energy, 4 Blood Points, S-1). Eralen has learned how to harden some of his blood and throw it against an opponent. Eralen targets one creature within 30 ft. of him. Make a ranged cursed energy attack roll, on a hit they will take 97 (15d12) bludgeoning damage and must make a DC 20 Constitution saving throw. On a failure, they will become stunned until the end of your turn, on a success they're not stunned.
Blood Edge (1-6 Cursed Energy, twice that in Blood Points, S-1). Eralen can create any kind of non-magical melee weapon, although they count as magical for the purposes of overcoming resistances and have a duration of 1 minute. For every two blood points used the weapon gains one additional damage dice (Ex. 1d6→2d6). The blood points spent on this feature are halved, while still achieving the same effect.
Taijutsu Sorcery. Whenever Eralen takes the Attack action, he can make one unarmed strike, shove, grapple, or weapon attack as a bonus action.
Dimension door close(1 Cursed Energy). Eralen forces a creature within 500 feet of him to make a DC 19 Dexterity saving throw. On a failure, they take 24 (7d6) bludgeoning damage. On a success, they take half as much damage. (Two doors appear around a creature of Eralen's choosing before closing in an attempt to cut them in half - if a fail is the outcome of the creatures roll and the damage is enough to finish off the creature to 0 hit points then Eralen makes a 2d100 roll if the roll is higher than the Creatures total hit points whilst the creature is downed the creature is cut in half from the torso and half of the body is sent to wherever Eralen chooses)
Blood Spit (2 Blood Points, V-1). As a reaction to taking damage, Eralen uses Blood Spit.
Dimension door close(1 Cursed Energy). Eralen forces a creature within 500 feet of him to make a DC 19 Dexterity saving throw. On a failure, they take 24 (7d6) bludgeoning damage. On a success, they take half as much damage. (Two doors appear around a creature of Eralen's choosing before closing in an attempt to cut them in half - if a fail is the outcome of the creatures roll and the damage is enough to finish off the creature to 0 hit points then Eralen makes a 2d100 roll if the roll is higher than the Creatures total hit points whilst the creature is downed the creature is cut in half from the torso and half of the body is sent to wherever Eralen chooses)
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Description
from the outside a snap shot of Eralen moments before his death but on the inside a monster constructed in a laboratory by Vivienne Mori - "You can't control this animal I have become!"
Lair and Lair Actions
Domain Expansion: Bloodied Tomb of Plague Eternal
(This is in an Suedo Innate Domain made by Vivienne Mori)
The way Eralen in his Blood Monster form expands his domain is by spending half of his curse energy and expelling two uses of supernova once then the requisites are met and he can using his blood spreading features to cover the walls and body of an enclosed area like tunnel or building and cover that space or form a barrier like dome in open space.
- Flowing Red Bonus lasts 8 turns.
Upon winning a clash of domains or expanding his domain fully in either an enclosed area or a dome cover, (Eralen's Domain Expansion is undone if in an open dome however if in an enclosed space the Suedo domain stays active until the blood disipates fully)
- Eralen receives the effects of Improved Reverse Cursed Technique as if he had used enough to regain enough to fill up to his hit point maximum.
- Eralen regains all of his cursed energy the beginning of his turns.
- Eralen's hit points cannot be reduced below 1 hit point for the duration of the bonus, unless he would be killed outright (such as by massive damage, or by getting your head destroyed).
- Refinement Points
Hakari has 600 domain refinement.
Domain Durability. His domain walls has 1100 hit points.
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