Grim Majesty. The Blackwood Blood-Witch has advantage on saving throws against being charmed or frightened.
Spellcasting. The Blackwood Blood-Witch is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It has the following spells prepared:
Cantrips (at will): Chill Touch (prevents healing), Mage Hand, Minor Illusion
4th Level (2 slots): Blight (withering blood), Animate Dead, Misty Step (teleporting via shadows), Vampiric Touch
Withering Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) necrotic damage.
Blood Siphon (Costs 1 Spell Slot). Ranged Spell Attack: +7 to hit, range 60 ft., one creature with blood. Hit: 18 (4d8) necrotic damage. If the target is a Kindred character, they lose 1 Blood Point, and the Witch regains 10 hit points.
Shadow Veil. While in dim light or darkness, the Witch can take the Hide action as a bonus action on each of its turns.
Discipline Disruption. When a creature within 60 feet spends Blood Points to activate a Discipline, the Witch can force the caster to make a DC 15 Charisma saving throw. On a failure, the Blood Point is wasted and the Discipline fails.
The Witch can use 3 legendary actions (Shadow Slip, Withering Strike, or Gaze of Grim Majesty) to move without opportunity attacks, attack, or frighten nearby foes.
Description
Appearance. A striking noblewoman with pale skin, dark cascading hair, and piercing dark eyes. She dresses in ornate, tattered black-and-crimson lace gowns and wears a jagged black iron crown set with bloodstone gems.
Personality. Cold, calculating, and fiercely territorial. She views the arrival of foreign vampires as a parasitic infestation on her family's historic ancestral lands.
Combat Behavior. She prefers to strike from the cover of shadows, using undead minions or vanguard troops as a meat shield. She targets the most active supernatural targets first, actively shutting down vampire powers while siphoning their blood to sustain her own lifeforce.
Lair and Lair Actions
The Witch can invoke the dark blood magic wreathed inside her ancestral sanctum to cause one of the following environmental effects:
• Coagulating Fog. A thick, crimson mist fills a 20-foot-radius sphere centered on a point the Witch can see within 60 feet. The area is heavily obscured. Any Kindred character who starts their turn in the mist must succeed on a DC 14 Constitution saving throw or have their veins temporarily freeze, reducing their movement speed by half until the start of their next turn.
• Siphon Nexus. Stone runes on the floor flare with blood-red light. Up to two creatures of the Witch's choice standing on the stone floor must succeed on a DC 14 Strength saving throw or be pulled 15 feet closer to the central sacrificial altar.
• Shadows of the Dead. Whispering shadows rise from the stone walls. One dead humanoid corpse within the lair immediately rises as a Zombie under the Witch's command.
Previous Versions
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7/28/2026 7:52:05 PM
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4
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0
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1.0
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Coming Soon
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