Spell modifier is based on Constitution, with the Spell save DC being 18, +10 to hit.
Bleeding Heavens. Wherever Harkin finds himself, the sky’s turn red, and Blood Rain pours down.
Warden of Blood. Harkin has complete control over the blood, able to create simple structures or move the blood as he pleases.
Blood Underfoot. As long as Harkin has access to blood, he is immune to rough terrain.
Multiattack. Harkin can attack up to 3 times.
Siphon. If Harkin has a creature grabbed, then he can choose to syphon their blood. The creature must roll a DC 18 Constitution saving throw. If failed, then the creature takes 2d8 necrotic damage, and Hardin heals for 2d10. If the creature succeeded then they will take half damage, and Harkin won’t heal.
If the creature has been hit with Hemorrhage, then it automatically fails, and receives 2d10 damage, and Harkin heals for 3d10 instead.
Bloody Tendril. If a large enough quantity of blood is present, then Harkin can form a single 10ft long tendrils within 120ftt of himself, with the number of maximum tendrils he can control being based on the number of opponents he is currently facings (one for each creature). These tendrils are immobile, with 10 HP and 14 AC.
On Harkins initiative, these tendrils can use 1 action to either grab or attack anything within their reach, with the save DC being 16, and the damage being 2d6 Necrotic damage. Their attack modifier is based on Harkins current Melee Weapon attack bonus, and the DC being 16.
Warp Blood. Harkin can use the surrounding Blood to make any 10ft cubic structure. If Harkin has access to his Blood Rain, then this goes to a 20ft cube; 30ft cube if he has access to a large body of water (refer to Regional Effects)
Bloodletter (Hilt form). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d4) Stabbing damage. As a reaction, Harkin can make a DC 18 Constitution saving throw. On a fail, blood is extracted from the creature to form the hilts blade, dealing an extra 2d10 damage.
Bloodletter (Sword form). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d8+5) Slashing damage, or 20 (2d10+5) if two-handed.
Additionally, the sword blade can be broken off in a creature on a successful attack. On command, the creature must make a DC 15 Constitution saving throw as the blade bursts into pieces inside them, dealing 4d6 on a failure or half as much on a success.
If the blade is used on the same creature that helped create the blade, then they roll with disadvantage, and takes an additional 1d6 of damage
Harkin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Harkin regains spent legendary actions at the start of his turn.
On initiative 20, Harkin can take a lair action, rolling a d8 and commanding the blood around him to attack. After being used, the lair actions can’t be used for 3 turns and the action rolled can’t be used again until another is rolled. If HemoGoblins, Clot Golems, Blood Hounds or Bleeding Replicas were summoned/created, then all must be defeated or sacrificed to Harkin before another lair action can be used.
1. nothing happens
2. HemoGoblins
* Create 1d12+1 HemoGoblins
3. Blood Hounds
* Summon 1d6 Bloodhounds
4. Clot Golems
* Create 1d4 Blood Golems
5. Bleeding Replica
* Make a Blood Clone of each creature (same stats, half health. Can only be used once per long rest)
6. Gore Wave
* A tidal wave of Blood crashes away from Harkin, with any creature within 20ft of him having to make a 14 Dex save, or be pushed 15ft away from Harkin
7. Blood Tides
* A Tidal Wave of Blood begins crashing towards Harkin, any creature within 20ft make of him must make 14 dex save or be pulled 15ft towards Harkin.
8. Coagulating Blood
* Harkin targets one pool of blood within 90 feet and one creature within 60 feet of the targeted blood patch. The target must succeed on a DC 14 Strength saving throw or be dragged to the pool and knocked prone as grasping hands of crystallized blood reach out of the pool.
Harkins lair is only bound by whether or not he has access to the open sky. When he finds himself outside, the following effects can be noticed:
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!