Medium Humanoid (Half-Orc), Any Evil Alignment
Armor Class 16 Mage armor
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws INT +7, WIS +4
Skills Arcana +7, Medicine +4
Senses Passive Perception 11
Languages Common Common, plus any 3 languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

See page 398 of the Creature Codex

Spellcasting. The blood mage is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The blood mage has following wizard spells prepared:

Cantrips (at will): Acid Splash, Mage Hand, Mending, Poison Spray, Prestidigitation 

1st level (4 slots): Charm Person, False Life, Mage Armor, Magic Middle

2nd level (3 slots): Acid Arrow, Hold Person

3rd level (3 slots): Dispel Magic, Feign Death, Fly, Vampiric Touch

4th level (3 slots): Black tentacles, Blight

5th level (2 slots): Conjure Elemental (blood or water only), Scrying

Actions

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.

Blood Feast (Recharge 5-6). The blood mage drains life-giving blood from nearby creatures. Each creature within 20 feet of the blood mage must succeed on a DC 15 Constitution saving throw, taking 35 (10d6) narcotic damage on a failed save, or half as much damage on a successful one. The blood mage gains temporary hp equal to the single highest amount of narcotic damage dealt. A creature that doesn't have blood is immune to Blood Feast.

RavensClaw

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