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Malevolent: Proselyte, Blood Knight

Name Malevolent Proselyte (Unique)
AC: 16 HP:130 Speed: 30 ft.
STR 20 (+5)   DEX 15 (+2)   CON 15 (+2)   INT 9 (-1)   WIS 11 (+0)   CHA 11 (+0)
Vulnerabilities: Immunities: Necrotic Resistances: poison Condition Immunities: Poisoned, Frightened
Challenge: 4   Proficiency Bonus: +3   Skills: Saving Throws STR +3, CON +2, passive perception 10   Feats:     Blood Walker: This unique proselyte can enter any bloody surface and come out of any surface covered in blood. It also leaves behind a pool of blood 10ft X 10ft every time it is struck cutting or piercing damage.
Actions:   Multi Attack   Razor-Greatsword, Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 3) Necrotic damage.   Bloody grasp (Legendary Action) Undead hands rise from underground, attacking characters that stand on blood surfaces, multitarget. (2d8+2) Void Damage and the targets must succeed on a DC 14 Dexterity saving throw or become restrained for its next turn.   Bloodsucker. Target character consumes blood surfaces around them, restoring Vitality. The more blood, the more they are healed! (1d12 For every blood pool in every 30 radius of self.)
Restrained   -A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.   -Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.   -The creature has disadvantage on Dexterity saving throws.
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