Blood Minion (5e Spell)

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Blood Minion
3rd-level Necromancy
Casting time: 1 minute
Range: Touch
Components: V, S, M (a corpse of a tiny or small humanoid)
Duration: 1 hour or until you dismiss it


You transform the corpse of a tiny or small humanoid into a blood minion under your control. The blood minion shares your initiative count, but goes right after you. You control what the blood minion does on each of its turns. If you do not issue it a command, it stays in place and takes the dodge action. You may dismiss the blood minion as a bonus action, instantly ending the spell. When the spell ends, it collapses into a pile of blood.


small undead, any alignment


Armor Class 13
Hit Points 20
Speed 0 ft., 30 ft.(Hovering)


STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks not made by silvered weapons
Senses passive Perception 10
Languages


Blood Pool The blood minion has a pool of blood points. They start with 10 blood points, and have a maximum of 20 + your spellcasting ability modifier blood points. As a bonus action, they can touch a creature and expend a number of blood points to restore hit points to that creature equal to the amount of blood points expended.

ACTIONS

Blood Drain/Infuse Ranged Spell Attack, your spell attack modifier to hit, reach 30 ft. Hit: 8 (1d8 + 3) necrotic damage, and the Blood Minion regains a number of blood points equal to the amount of damage dealt.



At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum hitpoints for the creature increases by 5, and the blood pool maximum increases by 5 for each slot level above 3rd. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by each attack increases from 1d8 to 2d8 necrotic damage.

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