Blood Sage (5e Creature)

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Blood Sage[edit]

Medium undead, lawful evil


Armor Class 16 (mage armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 18 (+4) 13 (+1) 14 (+2)

Skills Arcana +8, History +8, Investigation +8, Perception +5, Stealth +7
Proficiency Bonus +4
Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Languages The languages it knew in life
Challenge 10 (5,900 XP)


Blood Pact. When one of the vampire’s spells would deal necrotic damage to an undead creature, the creature regains an equal amount of hit points instead of taking damage. When the vampire regains hit points, it can choose another undead creature it can see within 60 feet of it to regain the same amount of hit points instead.

Magic Resistance. The vampire has advantage on saving throws against spells and other magical effects.

Regeneration. The vampire regains 12 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampiric Spells. After the vampire deals necrotic damage to a creature, it regains hit points equal to the damage dealt and its maximum hit points are increased by half the amount for 1 hour. The creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Undead Nature. The vampire doesn’t need to breath.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.

Drain Vitality. A creature the vampire can see within 60 feet of the vampire must make a DC 16 Constitution saving throw. The creature takes 14 (4d6) necrotic damage on a failure, or half as much damage on a success. The creature that fails the saving throw also has disadvantage on its next Constitution saving throw within 1 minute. Drain Vitality can also be used as a bonus action

Spellcasting. The vampire is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire can cast false life and inflict wounds at will and has the following spells prepared:

Cantrips (at will): chill touch, friends, minor illusion, prestidigitation, primal savagery, sapping sting
1st level (4 slots): detect magic, feather fall, fog cloud, hex, longstrider, mage armor
2nd level (3 slots): flock of familiars, kinetic jaunt, levitate, misty step, pass without trace, wither and bloom
3rd level (3 slots): gaseous form, haste, speak with dead, tidal wave, vampiric touch
4th level (3 slots): blight, death ward, fire shield, locate creature, watery sphere
5th level (2 slots): antilife shell, enervation, hallow, hold monster, maelstrom, negative energy flood
6th level (1 slots): circle of death, guards and wards, wind walk

The vampire casts false life, longstrider, and mage armor on itself before combat. If given significant time to prepare for battle, the vampire can also cast death ward and fire shield on itself.


The court mages and clerics of vampires, Blood Sages are those spawn that have retained enough skill in arcane practice and theory to delve into the deeper mysteries of blood magic for their masters, often developing dark rituals for their efforts. As such, blood sages are some of the most independent and fiercely retained members of a vampire’s entourage, so earning their freedom is near impossible.

Tactics: Outside of their master’s lair, a blood sage will never be encountered without some lesser vampire spawn or undead servants to protect them. In combat, they will generally take a backline offensive support position to heal their allies while damaging their enemies. If put into a compromising position, a blood sage always has a number of escape spells prepared and will spare no thought to abandoning its meat shields to save its own skin. Only if the mage’s vampiric master is in danger or it is completely cornered will a blood sage go down swinging, or more accurately biting.

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