Medium unknown, Unaligned
AC 18    Initiative +2 (12)
HP 450 (1d4)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 13 +1 +1
DEX 20 +5 +7
CON 30 +10 +12
Mod Save
INT 26 +8 +10
WIS 19 +4 +6
CHA 15 +2 +2
Skills Perception +3, Stealth +4
Vulnerabilities Fire
Resistances Psychic
Senses Darkvision 60 ft.; Passive Perception 13
Languages None
CR 0 (XP 10; PB +2)
Traits

Blood Magic. The Blood Mage’s spells and abilities manipulate blood. When a creature within 60 feet takes piercing or slashing damage, the Blood Mage can use its reaction to absorb a trace of the spilled blood, gaining 5 temporary hit points. The Blood Mage can use this reaction three times per day.

Crimson Sacrifice. Once per turn, when the [Tooltip Not Found] spell or uses an ability that deals damage, it can sacrifice 10 of its own hit points to empower the attack. If it does, the attack deals an additional 7 (2d6) necrotic damage. This sacrifice cannot reduce the Blood Mage below 1 hit point.

Bloodied Resilience. When the Blood Mage is reduced to half its hit points or fewer for the first time, its blood magic intensifies. Until the end of the encounter, its blood-based attacks deal an additional 3 damage.

Actions

Multiattack. The Blood Mage makes two Crimson Bolt attacks or makes one Crimson Bolt attack and uses Blood Drain.

Crimson Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target.
Hit: 17 (3d8 + 4) necrotic damage.

Blood Drain. Ranged Spell Attack: +7 to hit, range 60 ft., one creature.
Hit: 22 (4d8 + 4) necrotic damage, and the Blood Mage regains hit points equal to half the damage dealt. This ability has no effect on constructs or undead.

Sanguine Blades (Recharge 5–6). The Blood Mage creates three floating blades of hardened blood and launches them at creatures it can see within 90 feet. It can target one creature or divide the blades among multiple creatures.

Each blade requires a [Tooltip Not Found] spell attack at +7 to hit. On a hit, a blade deals 10 (2d6 + 3) piercing damage.

Blood Explosion (Recharge 5–6). The Blood Mage chooses a point it can see within 60 feet. Blood erupts in a 15-foot-radius sphere centered on that point.

Each creature in the area must make a DC 15 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much on a successful one.

Bonus Actions

Bloodsink. The Blood Mage teleports up to 30 feet to an unoccupied space it can see, leaving behind a cloud of crimson mist. The space it leaves must be within 5 feet of a creature that has lost hit points since the end of the Blood Mage's last turn.

Reactions

Hemorrhagic Curse. When a creature within 60 feet hits the Blood Mage with an attack, the Blood Mage can curse the attacker with a burst of blood magic. The attacker must make a DC 15 Constitution saving throw.

On a failed save, the attacker takes 10 (3d6) necrotic damage and has its speed reduced by 10 feet until the end of its next turn. On a successful save, it takes half damage and suffers no speed reduction.

hezekiahpatterson98

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