You utter a blasphemous phrase that asserts dominion over the blood of the living. At your touch, flesh tightens and veins writhe beneath the skin as unseen force drags blood violently against bone and muscle.
The target must make a Constitution saving throw. On a failed save, the creature takes 12d10 necrotic damage as its blood is forcibly torn free. On a successful save, the creature takes half as much damage.
If the target has taken slashing or piercing damage since the start of your last turn, this damage ignores resistance to necrotic damage.
A creature reduced to 0 hit points by this spell is left as a pale, bloodless husk, its body visibly drained. The stolen blood does not immediately dissipate—it lingers, coalescing into a Blood Wraith. (Maximum of 3)
This spell has no effect on creatures that lack blood or a comparable vital fluid, at the DM’s discretion.
Blood Wraith
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 0 ft., fly 40 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 18 (+4) | 10 (+0) | 14 (+2) | 18 (+4) |
Saving Throws Con +8, Wis +6, Cha +8
Skills Perception +6, Stealth +7
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 16
Languages understands the languages it knew in life but cannot speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
Amorphous Form. The Blood Wraith can move through a space as narrow as 1 inch wide without squeezing. It can occupy the same space as another creature.
Bloodbound Existence. The Blood Wraith is magically tethered to the creature slain by Blood Gore. If that creature would be returned to life, the Blood Wraith is immediately destroyed.
Hemorrhagic Aura. Creatures of the Blood Wraith’s choice that start their turn within 10 feet of it take 7 (2d6) necrotic damage as their blood is violently agitated. A creature that has no blood is immune to this effect.
Unnatural Vitality. When the Blood Wraith deals necrotic damage, it regains hit points equal to half the necrotic damage dealt (minimum of 1).
Actions
Multiattack. The Blood Wraith makes two Blood Lash attacks.
Blood Lash. Melee Spell Attack: +7 to hit, reach 10 ft., one creature.
Hit: 21 (4d8 + 3) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or begin bleeding.
Bleeding. A bleeding creature takes 10 (3d6) necrotic damage at the start of each of its turns. The creature, or another creature within reach, can use an action to end the bleeding with a successful DC 15 Medicine check or by receiving any magical healing.
Blood Rip (Recharge 5–6). The Blood Wraith targets one creature it can see within 30 feet. The target must make a DC 16 Constitution saving throw. On a failure, the creature takes 36 (8d8) necrotic damage and is restrained as its blood forcibly binds its muscles. On a success, the creature takes half damage and isn’t restrained. The restrained creature can repeat the save at the end of each of its turns, ending the effect on a success.
Reactions
Reflexive Drain. When a creature within 10 feet takes slashing or piercing damage, the Blood Wraith can siphon the exposed blood. The Blood Wraith regains 15 hit points, and the damaged creature takes 7 (2d6) necrotic damage.
Death Throes
Crimson Dissolution. When the Blood Wraith is reduced to 0 hit points, it explodes into a rain of corrupted blood. Each creature within 15 feet must make a DC 16 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much on a success. The area becomes slick with gore and is difficult terrain until the end of the next round.
* - (blood)
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