Armor Class 25
Hit Points 666 (50d20 + 50)
Speed 60 ft., Climb 60 ft.
STR
22 (+6)
DEX
30 (+10)
CON
24 (+7)
INT
26 (+8)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +15, DEX +20, CON +18, INT +18, WIS +14, CHA +13
Skills Acrobatics +0, Athletics +0, Insight +0, Intimidation +0
Damage Vulnerabilities Psychic, Radiant
Damage Resistances Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magical Attacks
Damage Immunities Necrotic
Condition Immunities Blinded, Deafened, Exhaustion, Poisoned
Senses Unknown 300ft (Able to sense the blood of any creature), Passive Perception 26
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (5 per day): If you are within 30ft of an allies you can use your blood to aid them by using your legendary resistance as a reaction. 

Regeneration. You gain 40hp at the start of your turn.

Follow the Blood: As a bonus action you can take the Dash, Disengage, and Hide conditions.  

Passive: Sovereign of Blood

Whenever a creature within 120 feet does one of the following. Takes Damage from a martial weapon. Fails a CON save, or drops bellow half HP. The creature gains a BLOOD MARK

At 3 Blood Marks, you can trigger one of the following without using an action, bonus action, or reaction.  (once per turn):

  • Hemorrhage: The creature takes 8d8 necrotic damage.
  • Blood Pull: Move the creature up to 30 feet in any direction, ignoring opportunity attacks.
  • Blood Theft: Heal 30 hit points and remove all Bleed Marks from that creature.
  • Blood Puppet: Force the creature to use its reaction to make one weapon attack against a target of the Princess's choice.

Spellcasting. USE  YOUR SPELL CASTING MODIFIER AND SPELL SAVE FOR SPELLS

You gain the following spells

Eldtrich Blast (4x 2d10)

9th lvl Blood Whip

1 action 

Range/Area: Self/100ft.

Components: V, S, M(a shell) 

Duration: Concentration for 1 min

Attack/Save: DEX

You use your own blood to make a large whip out of blood. You can choose one creature within range of your choice to attack. When you attack with this spell the creature takes 8d8 necrotic that bypasses immunity and 4d6 slashing damage. If the creature fails the DEX save they become grappled. When are officially grappled and cant not heal while within your whips grasp. At the start of each turn while grappled the creature must make a DEX save to escape and if not they take 4d9 damage and one Blood Mark.

You also gain bonus action you use this spell.  For every higher spell slot used the spell gains an additional 1d8 and 1d6. 

9th lvl Blood Tide 

1 action 

Range/Area: Self/100ft.

Components: V, S, M(a shell) 

Duration: Instantaneous

Attack/Save: DEX

As part of casting this spell, you must expend six Hit Point Dice or the spell automatically fails.

A gout of blood forming a 100-foot-long, 10-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line must make a Dexterity saving throw. On a failed save, the creature is pushed 100 feet away from you in a direction following the Line, has the Prone condition, and takes Bludgeoning damage equal to a roll of the Hit Point Dice expended on the spell plus your spellcasting ability modifier. On a successful save, the creature takes half as much damage only.

Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 6.

9th lvl  Blood Lance

1 action 

Range/Area: Self/120ft.

Components: V, S, M(a shell) 

Duration: Instantaneous

Attack/Save: CON & DEX 

When you cast this spell you point at a creature and the blood within there body starts to erupt inside them. Shooting out in several directions. The creature you cast this spell on takes 12d8 necrotic damage. (Base 5th lvl damage). They must make a CON 25 save or the fall prone and half there movement. 

Any creature within the blood burst radius of 30ft must make a DEX equal to your spell save DC. If they succeed they take half damage. 

9th lvl  Blood Lance

1 action 

Range/Area: Self/100ft.

Components: V, S, M(a shell) 

Duration: Instantaneous

Attack/Save: DEX

Actions

Multi Attack. You can make for attacks a turn in any combination you deem fit.

Bone Claw. Bone Claw Attack: +16 to hit, reach 15 ft., 1 target. Hit: 25 (2d12 + 6) [Slashing] damage. Also dealing an additional (3d6) [Necrotic] damage. The targeted creatures max HP is permanently reduces by the necrotic damage deatl.

Bloody Fangs. Bloody Fangs Attack: +16 to hit, reach 5 ft., 1 target. Hit:  45 (4d12 + 6) [piercing] damage. Also dealing an additional (3d6) [Necrotic] damage. You hell all necrotic damage dealt. 

Spine Breaker Tail. Spine Breaker Tail Attack: +16 to hit, range 5/40 ft., 1 target. Hit: 35 (3d12 + 6) [piercing] damage. Target must succeed on DC 24 Strength save or be knocked prone and pushed 20 feet.

Crimson Bone Storm (Recharge 5-6). You erupt with hundreds of bone spikes within a 60ft radius making the area difficult terrain. All creatures within the space must make a DC 24 DEX Save. They also take 16d6 piercing damage. Half on a success.

 

Bonus Actions

Blood step. You can teleport to a different location within 60ft.  

BLOOD WHIP EFFECTS

Drag Them Closer
  • While concentrating, you may use a bonus action to violently yank a grappled creature up to 40ft in a straight line. If the creature collides with another creature or solid object: Both creatures take 4d10 bludgeoning damage and fall prone.
Tear Flesh
  • Instead of pulling the target, you rip the whip through their body. The grappled creature must make a CON Save. On a failure the creature takes 8d10 Slashing damage. Takes 2 Blood Marks and has disadvantage on CON Saves until the start of its next turn. Half damage on a success.  

Blood Feast
  • If the target dies while grappled by Blood Whip. The whip tears the blood and soul from the corpse. You immediately gain 50hp. You gain advantage on attack rolls until the end of your next turn. You may immediately cast blood lance or Blood Whip.

Reactions

Evaporate. As a reaction you can phase through any attack or spell targeted at you.  

Bone Counter. When you are hit with a melee attack, you can use your reaction to parry it and attack with your claws or tail. 

Description

YOUR A BIG ASS BLOOD AND BONE DEMON.

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