TEXT: Harness the Power of Blood
  NAMEIA’S 
  CRIMSON TOME
  
  NAMEIA’S 
  CRIMSON TOME
  Written by StratoS FotakiS 
  art Direction alexanDroS balatSouraS
  
  3
  INTRODUCTION
   
  Credits
  Lead Designer: Stratos Fotakis 
  Writer: Stratos Fotakis
  Additional Design: Alexandros Balatsouras
  Illustrator: Alexandros Balatsouras 
  Find us on Twitter: 
   @StratosF8
   @balatso 
  Playtesters: Alexandros Balatsouras, Fotis Sotiropoulos, Giorgos 
  Baklatzis, Iakovos Farkonas, Ioanna Benga, Panagiotis Oikonomou, 
  Spiros Bofilatos
  ON THE COVER
  Alexandros Balatsouras illustrates the birth of a simulacrum created by Nameia.
  Disclaimer: We are not responsible if Nameia finds out you have her notes in your possession and turns you into a 
  pile of grey ash or use your lifeforce to replenish the power of her Philosopher's stone. 
  DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, FORGOTTEN REALMS, THE DRAGON AMPERSAND, PLAYER’S HAND-BOOK, MONSTER MANUAL, 
  DUNGEON MASTER’S GUIDE, D&D ADVENTURERS LEAGUE, ALL OTHER WIZARDS OF THE COAST PROD-UCT NAMES, AND THEIR RESPECTIVE LOGOS ARE 
  TRADEMARKS OF WIZARDS OF THE COAST IN THE USA AND OTHER COUNTRIES. ALL CHARACTERS AND THEIR DISTINCTIVE LIKENESSES ARE PROPERTY OF 
  WIZARDS OF THE COAST. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF AMERICA. ANY REPRODUCTION OR UN-
  AUTHORIZED USE OF THE MATERIAL OR ART-WORK CONTAINED HEREIN IS PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE 
  COAST.
  COPYRIGHT 2016 WIZARDS OF THE COAST LLC, PO BOX 707, RENTON, WA 98057-0707, USA. MANUFACTURED BY HASBRO SA, RUE EMILE-BOÉCHAT 31, 2800 
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  ALL OTHER ORIGINAL MATERIAL IN THIS WORK IS COPYRIGHT 2019 BY STRATOS FOTAKIS AND PUBLISHED UNDER THE COMMUNITY CONTENT AGREEMENT 
  FOR DUNGEON MASTERS GUILD.
  NOT FOR RESALE. PERMISSION GRANTED TO PRINT OR PHOTOCOPY THIS COMPLETE DOCUMENT FOR PERSONAL USE ONLY.
  
  4
  INTRODUCTION
  Contents
  Chapter 1: Subclasses 
  Path of the Bloodrager ............................................... 6
  College of Blood Painting ..........................................7
  Blood Domain ................................................................8
  Circle of the Blood Court ...........................................9
  Blood Fanatic  .............................................................10
  Way of the Crimson Blade .......................................11
  Oath of Blood ...............................................................12
  Red Hound ................................................................... 13
  Bloodcurser  ................................................................ 14
  Blood Sorcery ............................................................. 15
  Blood Lord Patron .................................................... 16
  Pact of the Blood Mark ........................................ 17
  School of Sangromancy ...................................... 18 
  Chapter 2: Blood Spells
  New Spells ...................................................................19 
  Chapter 3:Collective Rituals  
  Collective Ritual Casting ........................................ 26 
  Chapter 4: The Crimson Order 
  The Crimson Order .................................................. 36
  Aldus Colvard  ............................................................ 38
  Cordelia Kahler  ......................................................... 40
  Nameia Hagar  ........................................................... 42
  Rowley Gunter  ........................................................... 45
  Seer Sanctorum  ........................................................47 
  Chapter 5: Magic Items 
  Magic Items .................................................................51 
  Chapter 6: Bestiary 
  Appendix: Nonplayer Characters ........................ 79
  Appendix: Nonplayer Characters ........................ 80
  Appendix B: Monster List ....................................... 97
  Preface 
  I present to you, the work our sister, 
  Nameia. A tome, containing all the 
  knowledge she gathered, through her 
  expeditions on various planes of the 
  multiverse.  
     Seeking for the power needed to 
  take her revenge, she gathered all the 
  knowledge she has collected from her 
  travels, on this Crimson Tome. All of 
  us carry at least one copy of the Tome, 
  following the instructions of our sister.  
     Amusing, isn’t it? All the members 
  of the Order believe that they are 
  interacting with the same person, when 
  in fact there are at least three of us 
  awake at a given time? The only person 
  who can suspect us is probably Rowley. 
  That twisted painter!  
     Maybe the interest that our creator 
  found in sangromancy, explains this 
  vast collection of information about 
  individuals that can harness the power 
  of blood. She has also noted several of 
  her favorite “blood” spells, as well as 
  the long-forgotten collective rituals, 
  capable of unimaginable results.  
     Here you can also find information 
  regarding the structure of the Crimson 
  Order, as well as the history and goals 
  of each of its highest-ranking members. 
  Perhaps that’s all the intel we need to 
  protect our selves from their schemes.  
     Lastly, she didn't forget to include 
  everything she learned about vile 
  constructs, fiends, and undead she 
  has encountered throughout her 
  adventures.  
   
    ~Nameia’s simulacrum    
  You want something to be done right?  
  Then do it your selves.
    
   
   
   
   
  ~Nameia
  
  5
  CHAPTER 1 | SUBCLASSES
  Chapter 1: Subclasses
  
  6
  CHAPTER 1  | SUBCLASSES
  Path of the Bloodrager
  Barbarians who follow the Path of the Bloodrager, 
  gain superior strength and speed, using their rage to 
  drastically surpass their physical limits, laying waste 
  on their enemies. Those characteristics make them 
  excellent at hunting down even the most fearsome 
  creatures. 
     Bloodrager’s, usually cover themselves with war 
  paint tattoos made from the blood of the creatures that 
  they have killed. These tattoos are indicators of the 
  great battles they fought. 
  Sanguinity
  Starting at 3rd level, you can inflict even more fatal 
  wounds upon creatures that are already injured. While 
  raging, and a hostile creature is missing hit points, you 
  can deal damage equal to half your Barbarian level 
  rounded up, each time you hit it with a melee weapon 
  attack. 
     You also gain advantage on Wisdom (Survival) 
  checks to track any creature you have previously 
  injured.
  Bloodboil
  Beginning at 6th level, your blood runs boiling  
  hot. You ignore the effects of very low temperature. 
  You gain Resistance to cold damage and you don’t 
  suffer the effects of extreme cold, as described in the 
  Dungeon Master’s Guide.
  Crimson Sacrament 
  At 6th level, you can use the blood of a creature 
  that died in the past 24 hours to perform certain 
  rituals, ignoring any other material components. You 
  can cast detect poison and disease and gentle repose 
  spells, but only as rituals.
  Blood Seeker
  Beginning at 10th level, you can take the Dash 
  action as a bonus action while raging, against hostile 
  creatures that are missing hit points. You can’t use this 
  ability when fighting undead, constructs, elementals or 
  oozes.
  Hematic Mark
  Starting at 14th level, while raging you can choose a 
  creature within 30 feet of you. As a bonus action you 
  can expand up to 3 Hit Dice. The next time you hit the 
  creature, you deal an extra 1d12 damage for every Hit 
  Die spend in this way. 
     If you reduce a creature to 0 hit points, while its 
  marked from this feature, you regain 4d4 + your 
  Barbarian level hit points.  
     You can use this feature, times equal to your 
  Constitution modifier (minimum of 1). Once you 
  expended all uses of this feature, you must finish a 
  short or long rest before you can use it again.
  
  7
  CHAPTER 1 | SUBCLASSES
  College of Blood Painting
  The College of Blood Painting is a comfortable home 
  for bards who have a lack of interest or no knowledge 
  in the playing of instruments. Instead they choose to 
  weave their performances and abilities through their 
  artwork using blood. 
     Bards who are of this college, are generally 
  considered to be a lower form of bard due to their 
  rejection of the other colleges and methods that their 
  fellow bards employ. They are usually ragged and 
  rougher looking. Their clothes, skin and hair are often 
  stained from the constant use of blood paints. It is 
  rumored that through practice and determination, 
  these bards can actually bring their artwork to life to 
  serve them as constructs in battle.
  Crimson Painter
  Starting at 3rd level, you gain proficiency with Painter’s 
  Tools and your proficiency bonus is doubled if you are 
  already proficient with them. When you use blood to 
  paint, you can magically change the color and odor of 
  the blood.  
     You can also use your Painter’s Tools as your 
  spellcasting focus.
  Blood Marks
  At 3rd level, you have learned to draw magical marks 
  on your targets, filled with necrotic energy. As a 
  bonus action, you can expend one use of your Bardic 
  Inspiration to draw a Blood Mark on a target within 
  your reach. When you or an ally hits the target with a 
  melee attack, you can activate the magic of the Blood 
  Mark and the target suffers 2d6 necrotic damage. The 
  necrotic damage increases when you reach certain 
  levels in this class, increasing to 3d6 at 5th level, 5d6 
  at 10th level, and 8d6 at 15th level. 
     Blood marks lose their magic if not triggered after 
  one minute since placed. The marks are visible to 
  the target, but they can only be removed early with a 
  remove curse spell cast on the target. 
  Summon Animated Painting
  At 6th level, you can use an action to imbue your magic 
  to a drawing that you made with your painter’s tools 
  and used blood as a paint supply. The object comes 
  to life at your command. You can’t animate any object 
  larger than Medium. 
     The animated painting is friendly to you and your 
  companions and obeys your commands. See this 
  creature’s game statistics in the animated painting stat 
  block. You determine the appearance based on the 
  painting you created.
     In combat, the animated painting shares your initia-
  tive count, but it takes its turn immediately after yours. 
  The only action it takes on its turn is the Dodge action 
  unless you take a bonus action on your turn to com-
  mand it to take one of the actions in its stat block or to 
  take the Dash, Disengage, Help, or Hide action.
     The paintings attacks are considered magical for the 
  purpose of overcoming damage to nonmagical attacks 
  and resistances. 
     The painting manifests for 1 hour or until it is re-
  duced to 0 hit points. Once you use this ability you can’t 
  use it again, until you finish a short or long rest.
  Animated Painting 
  Medium construct, any alignment 
  Armor Class 12 + your Charisma modifier
  Hit Points equal to the animated painting's Constitution  
     modifier + your Charisma modifier + five times your Bard   
     level
  Speed 30 ft., fly 20ft. (hover)
  Saving Throws Str +5, Con +5, Cha +5
  Skills Intimidation +5 
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60ft., Passive Perception 12
  Languages understands the languages you speak
  Artist's Bond. The following numbers increase by 1 when 
  your proficiency bonus increases by 1: the painting’s skill and 
  saving throw bonuses above, the bonuses to hit and damage 
  of its Slam.
   
  Actions (RequiRes youR bonus Action)
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage. 
  Restorative Touches (3/Day). The magical paint of the  
  animated painting restore 2d8+2 hit points to itself.
  ReAction
  Interception. The animated painting imposes disadvantage on 
  the attack roll of one creature it can see within 5 feet of it, 
  provided the attack roll is against a creature other than the 
  painting.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  16 (+3)
  8 (-1)
  12 (+1)
  10 (+0)
  Sanguine Brush
  Beginning at 14th, your blood marks makes your 
  curse’s and enchantments even more difficult to 
  overcome. When you place a blood mark on a creature, 
  you also undercut the target’s resistance to your spells. 
  When you target a creature that is affected by your 
  blood marks feature, that  creature has disadvantage 
  on the saving throw it makes against a spell you cast. 
  Imposing disadvantage to the target in this way, also 
  consumes one blood mark placed on it. 
  
  8
  CHAPTER 1  | SUBCLASSES
  Blood Domain
  The Blood Domain is concerned with forces that favor 
  war (such as Bane, Hextor and Tempus), pain (such as 
  Cyric, Loviatar or the Lady of Pain), and martyrdom 
  (such as Jergal, Ilmater, and Talona). Some deities, 
  hold blood as the essence of holiness and a tribute to 
  their greatness. Not all clerics of this domain follow 
  the same path. Some of them prefer to use their divine 
  powers to assure that bloodshed is prevented and 
  others prefer to make a tribute of blood to their Gods 
  through violence. 
     Most clerics, of this domain are constantly tested by 
  their gods, as they choose their own balance between 
  mercy and severity. In many cultures, the clergy of this 
  domain is driven into the shadows and its members 
  are considered heretics to the most known and 
  widespread domains.
  Blood Domain Spells
  Cleric Level
  Spells
  1st
  ray of sickness, sleep 
  3rd
  alter self, ray of enfeeblement 
  5th
  haste, vampiric touch
  7th
  compulsion, stoneskin 
  9th
  antilife shell, dominate person
  Bonus Proficiency
  When you choose this domain at 1st level, you gain 
  proficiency with martial weapons and heavy armor.
  Vein Restraint 
  Also at 1st level, you can temporarily take control of 
  the blood system of an attacking enemy. When you 
  are attacked by a creature within 30 feet of you that 
  you can see, you can use your reaction to impose 
  disadvantage on the attack roll, causing terrible pain to 
  the attacker’s blood system before it hits or misses. An 
  undead or construct is immune to this feature. 
     You can use this feature a number of times equal 
  to your Wisdom modifier (a minimum of once). You 
  regain all expended uses when you finish a long rest.
  Channel Divinity: Blood Syphon 
  Starting at 2nd level, you can use your Channel 
  Divinity to absorb a creature’s life force when making a 
  weapon attack.  
     When you hit a creature with a melee weapon 
  attack, you can use your Channel Divinity feature to 
  deal weapon’s damage and your Cleric’s level necrotic 
  damage. You regain hit points equal to half the amount 
  of necrotic damage dealt.
  Sanguine Soul
  Starting at 6th level, your mastery of blood, grants you 
  special abilities:
  • You gain resistance to necrotic and poison damage.
  • You have advantage on saving throws against poison.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with necrotic energy. Once on each of your 
  turns when you hit a creature with a weapon attack, 
  you can cause the attack to deal 1d8 necrotic damage 
  to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  Crimson God’s Aura
  Starting at 17th level, you can use your action to 
  activate an aura of necrotic energy with 30 feet radius 
  centered on you that lasts for 1 minute or until you 
  dismiss it using another action. 
     Any enemy creatures that start their turn within 
  the aura or enter it for the first time on their turn 
  immediately takes 3d8 points of necrotic damage. In 
  addition, any creature that ends its turn within the 
  aura suffers vulnerability to necrotic damage while 
  remaining inside the aura’s range. 
     Once you use this feature, you can’t use it again until 
  you finish a long rest.
  
  9
  CHAPTER 1 | SUBCLASSES
  Circle of the Blood Court
  In order to protect nature, druids of the Circle of the 
  Blood Court have learned to harness the powers of 
  Blood Magic. Using the other creature’s blood as 
  well as their own, in order to ensure that the nature’s 
  balance is preserved. Most of the members of the 
  Circle of the Blood Court are considered savages 
  and they are isolated from members of other druidic 
  circles.  
     There are druids of this circle that would easily spill 
  the blood of other creatures in order to achieve their 
  goals, but many of the members of the circle consider 
  this option as their last resort.
  Circle of Blood Court Spells
  Your connection to blood magic and your ability to use 
  blood to control life and death grants you access to 
  certain spells. At 2nd level you learn the Toll the Dead 
  cantrip. At 3rd, 5th, 7th, and 9th level you gain access 
  to the spells listed for that level in the Circle of the 
  Blood Court Spells table. 
     Once you gain access to one of these spells, you 
  always have it prepared, and it doesn’t count against 
  the number of spells you can prepare each day. If you 
  gain access to a spell that doesn’t appear on the druid 
  spell list, the spell is nonetheless a druid spell for you.
  Druid Level
  Spells
  3rd
  lesser restoration, warding bond
  5th
  bestow curse, clairvoyance
  7th
  arcane eye, locate creature
  9th
  raise dead, scrying
  Blood Rites
  At 2nd level, your circle provides you with the 
  knowledge needed to use your blood to perform 
  rituals. You can cast any Druid ritual spell of a level 
  that you can cast as a ritual, without needing to have 
  it prepared. When you cast a spell as ritual using this 
  feature, you suffer 1d4 piercing damage at the start 
  of the ritual, if you use your own blood as a catalyst. 
  Alternatively, you can use the blood of an animal that 
  has died in the last 24 hours.
  Blood Offering 
  Starting at 2nd level, you have learned to use your 
  own vitality in order to augment the effects of  your 
  druidic spells. When you roll for damage or healing for 
  a spell, you can expand a number of hit dice, equal to 
  half your druid level (rounded up). Roll the spent dice 
  and add them to the healing, or the damage as necrotic 
  damage.  
     If you reduce one or more hostile creatures to 0 hit 
  points with a spell augmented in this way, you get half 
  of the Hit Dice you have spent using this feature back.
  Forbidden Wild Shape
  At 6th level, the rites of your circle grants you the 
  ability to transform into monstrosities in addition to 
  the beast forms that are available to you through the 
  Wild Shape feature. In order for you to Wild Shape 
  into a monstrosity, you should have tasted the blood of 
  the creature. 
     You also gain the ability to use Wild Shape on your 
  turn as a bonus action, rather than as an action. You 
  can transform into a monstrosity with a challenge 
  rating as high as your druid level divided by 3, rounded 
  down. 
     In addition, your attacks count as magical for the 
  purpose of overcoming resistance and immunity to 
  magical attacks and damage.
  Sanguine Resilience 
  Starting at 10th level, you gain proficiency with 
  Constitution saving throws.  
     In addition, when damage reduces you to 0 hit 
  points, you drop to 1 hit point and you can immediately 
  expand your reaction and use your Wild Shape feature 
  (if you have any uses left).
  Improved Forbidden Wild Shape
  At 14th level, you can expend two uses of your Wild 
  Shape feature at the same time, to transform into a 
  monstrosity with a challenge rating as high as your 
  druid level divided by 2, rounded down.
  
  10
  CHAPTER 1  | SUBCLASSES
  Blood Fanatic 
  Blood Fanatics love the sight of blood and war, aiming 
  to make a legacy of their name. They enjoy striking 
  fear in everyone around them, even if their victims 
  won’t survive for much longer.  
     They are mainly members of secret cults (like 
  members of the cult of the Dragon in Forgotten 
  Realms or the cult of Rakdos in Ravnica) or fighters 
  that have gone mad, due to their thirst for constant 
  conflict. They fight till their last breath, never holding 
  back to a worthy opponent.
  Murderous Intent
  When you choose this archetype at 3rd level, you 
  gain proficiency on the Intimidation skill, or if you are 
  already proficient in it you double your proficiency in 
  this skill. 
  Fatal Wounds
  When you select this archetype at 3rd level, you learn 
  to take advantage of your enemies’ weakness. When 
  you hit a creature with a weapon attack, your attack 
  deals an extra 1d6 points of the weapon’s damage.  
     You gain Fatal Wound dice equal to your Constitution 
  modifier (minimum of 1). Once you expended all uses 
  of this feature, you must finish a short or long rest 
  before you can use it again. At 10th level, the extra 
  damage die becomes a d8. At 14th level, it becomes a 
  d10. At 18th level, it becomes a d12. 
  Courage of Many Battles  
  Upon reaching 7th level, the horror of the battles you 
  fought so far has turned you into a fearless warrior. 
  You can no longer be frightened.  
  Fanatical Presence 
  At 10th level, as a bonus action you can unleash a 
  battle cry infused with your fanatic focus. When you 
  do you can choose a friendly creature, who can see 
  and hear you. That creature can immediately use its 
  reaction and make a melee weapon attack against a 
  creature within its reach with advantage. 
     You have to finish a short or long rest before you can 
  use this feature again.
  Dreadful Presence 
  At 15th, as an action you can force each creature of 
  your choice that can see within 30 feet of you to make 
  a Wisdom saving throw. On a failed save a creature 
  becomes frightened of you for 1 minute. The frightened 
  creature can repeat its saving throw at the end of its 
  turns, ending the effect on itself on a success and 
  becoming immune to this feature.  
     The save DC equals to 8 + your proficiency bonus + 
  your Strength or Charisma modifier (your choice). You 
  have to finish a short or long rest before you can use 
  this feature again.
  Blood Frenzy
  At 18th level if you start your turn with no more than 
  one third of your maximum hit points rounded up, 
  your weapon attacks deal the maximum die damage 
  whenever you hit.
  
  11
  CHAPTER 1 | SUBCLASSES
  Way of the Crimson Blade
  Monks of the Way of the Crimson Blade have delved 
  into the secrets of the blood martial arts. They use 
  their talent in manipulating blood, to manifest blood 
  blades that tear through their enemies’ defences and 
  improve their bodies’ physical abilities.  
     They also acquire the ability to sense living creatures, 
  without requiring on their sense of sight.
  Blood Blades
  Starting at 3rd level, you can use your control over 
  your blood, to manifest blades that cut through your 
  foes flesh and armor.
  • You suffer half necrotic damage equal to your 
  proficiency bonus in order to manifest the blades.
  • Your unarmed strikes deal your choice of necrotic, 
  piercing, slashing, or bludgeoning damage each time 
  you hit.
     In addition, you can use a bonus action to increase 
  the reach of your unarmed strikes by 10 feet until the 
  end of your next turn.
  Blood Arts Techniques
  At 3rd level, when you channel ki into your attacks you 
  augment your blood blades to inflict fatal blows. 
     Whenever you hit a creature with one of the attacks 
  granted by your Flurry of Blows you can impose one of 
  the following effects on the target:
  • Absorb Strength. The target must succeed on a 
  Constitution saving throw or it suffers disadvantage on 
  all attack rolls until the end of your next turn.
  • Vitality Syphon. You regain hit points equal to half 
  the damage your attack deals.
  • Sundering Strike. The target must succeed on a 
  Wisdom saving throw or have disadvantage on the next 
  saving throw it makes before the end of your next turn.
  Sense of Blood
  Beginning at 6th level, you can gain the ability to per-
  ceive the essence of living creatures. On your turn, you 
  can spend 1 ki point as a bonus action, gaining blind-
  sight of 30 feet for 10 minutes.   
     This ability does not affect undead or constructs.
  Iron Blood Techniques 
  At 11th level, you gain the ability to augment your 
  blood with your ki, to either bolster your attacks or 
  hasten your reflexes. 
     As a bonus action, you can expend up to 3 ki points 
  and choose one of the following features:
  • Adrenaline Rush. You concentrate your ki in order to 
  accelerate the production of adrenaline in your body. 
  Your AC increases by 1 and your speed by 10 for every 
  ki point spent. This benefit lasts until the start of your 
  next turn.
  • Blighting Blades. Necrotic energy surrounds your 
  blades temporarily. For the rest of your turn, your 
  blood blades attacks deal additional 1d10 necrotic 
  damage for every ki point spent.  
  Master of Blood Arts
  At 17th level, you can transform your physical body 
  into the a form of pure blood. On your turn, you can 
  spend 5 ki points as a bonus action, assuming a blood 
  form which grants you the following benefits for 1 
  minute:
  •  You have resistance to bludgeoning, piercing, and 
  slashing damage.
  •  Your unarmed strikes score a critical hit, on a roll of 
  19 or 20.
  •  You emanate a dreadful aura in a 30-foot radius. The 
  first time any enemy creature enters the aura or starts 
  its turn there it must succeed on a Wisdom saving 
  throw or become frightened of you for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends 
  for it, the creature is immune to this feature.
  
  12
  CHAPTER 1  | SUBCLASSES
  Oath of Blood 
  A Paladin of the Oath of Blood believes that violence 
  is a great tool to achieve someone’s goals. They believe 
  that a person that has taken a dark path cannot be 
  redeemed so they take justice on their own hands, to 
  smite those who are beyond salvation in their eyes. For 
  a paladin to take the Oath of Blood they have to offer 
  the lives of their defeated enemies to a god of war or 
  those who take an even darker path, to a great demon 
  or devil (for instance, an Orc Paladin of Gruumsh 
  that would offer his own eye as the indication of his 
  resolve, or a Minotaur that is serving Baphomet and 
  has embraced his strength and brutality). In exchange, 
  the paladin is granted the power to manipulate his 
  lifeforce as well as his target’s and rend them weak 
  and powerless.  
     Although their existence is not welcomed by most of 
  the civilizations, those in need of urgent help would not 
  hesitate for assistance from a blood rusted armored 
  paladin.
  Tenets of Blood
  A paladin who takes the Oath of Blood sacrifices all 
  righteousness for them to gain greater power.
  Independence: Fight for yourself and let none 
  command you.
  Resolve: Only weak balk at pain or fear.
  Sacrifice: Dedicate your life to achieve the goals you 
  strive no matter the cost to yourself.
  Oath Spells
  You can gain oath spells at the paladin levels listed.
  Paladin Level
  Spells
  3rd
  bane, inflict wounds
  5th
  darkness, blindness/deafness
  9th
  bestow curse, vampiric touch 
  13th
  blight, death ward
  17th
  antilife shell, contagion
  Channel Divinity
  When you take this oath at 3rd level, you gain the fol-
  lowing two Channel Divinity options. 
  • Blood Coated Weapon. You can use your Channel 
  Divinity to make your weapon thirst for blood. As a 
  bonus action you touch one weapon or piece of ammu-
  nition and conjure a blood aura that surrounds it. For 
  1 minute, you add your Charisma modifier + half your 
  proficiency bonus rounded up to attack rolls made with 
  that weapon or piece of ammunition (with a minimum 
  bonus of +1).
  • Blood Puppet Curse. You can use your Channel 
  Divinity to control the blood pressure of your enemies. 
  As an action, you can try to immobilize their nervous 
  system, making them unable to move. The creature 
  must succeed on a Constitution saving throw or be 
  stunned for 1 minute. While under the effect, the crea-
  ture repeats the saving throw at the end of it’s turns. 
  On a success it takes back control over its body and 
  the effect ends.
  Bloodthirsty Aura
  Starting at 7th level, you and every friendly creature 
  within 10 feet of you, gain temporary hit points equal 
  to double your Charisma modifier (minimum of 1) 
  each time you reduce a creature to 0 hit point. 
     At 18th level, the range of this aura increases to 30 
  feet. 
  Blood Ward
  Starting at 15th level, when you are reduced to 0 hit 
  points and are not killed outright, you drop to 1 hit 
  point instead. Also, the next attack you make is made 
  with advantage.  
     Once you use this ability, you can’t use it again until 
  you finish a short rest.
  Crimson Herald
  At 20th level, as an action you surround yourself with 
  an aura of blood that lasts for 1 minute and gives you 
  the following benefits: 
  • Whenever a creature damages you, it suffers 10 
  necrotic damage. 
  • At the start of each of your turns, you regain 10 hit 
  points. 
  • When a creature hits you with a melee attack, you can 
  intercept the blood in the aura between you and the 
  creature and use your reaction to gain a bonus to AC 
  against that attack, potentially causing it to miss you. 
  The bonus equals your Charisma modifier (minimum 
  of 1). If the attack misses, the blood in the aura forms a 
  spike that pierces the attacker causing it to suffer 4d6 
  necrotic damage. 
     Once you use this feature, you can’t do so again until 
  you finish a long rest.
  
  13
  CHAPTER 1 | SUBCLASSES
  Red Hound
  Red hound rangers follow an ancient tradition of blood 
  magic, weakening their enemies with powerful curses. 
  A red hound seeks out grim creatures that would 
  threaten the broader world. Such rangers can be found 
  either working as bounty hunters in large towns or 
  wandering through places that are considered cursed 
  and have to be purged. 
  Red Hound Magic
  At 3rd level, you gain the following spells in addition to 
  your normal Ranger spells at their associated levels. 
  Red Hound Spells
  Ranger Level
  Spells
  3rd
  bane
  5th
  blindness/deafness
  9th
  bestow curse
  13th
  banishment
  17th
  contagion
  Locate Blood Tracks
  Starting at 3rd level, you gain the ability to magically 
  sense the presence of a creature that you have previ-
  ously injured. As an action, you can detect the distance 
  and direction of that creature, if it is within 1 mile of 
  you. This ability does not affect undead or constructs. 
     Once you use this feature, you can’t use it again until 
  you finish a short or long rest.
  Hemoplague 
  At 3rd level, you gain the ability to place a vile blood 
  curse on your target. As a bonus action, you can target 
  a creature within 60 feet of you. The target is cursed 
  for 1 minute. The curse ends early if the target dies, 
  you die, or you are incapacitated. Until the curse ends:
  •  You gain a bonus to damage rolls against the cursed 
  target equal to your proficiency bonus.
  •  The first attack you make against the target in each 
  of your turns is made with advantage.
  You can’t use this feature again until you finish a short 
  or long rest.
  Red Hound’s Fortitude
  At 7th level, you have learned to endure deadly curses 
  and poisons from your opponent's attacks. You gain 
  proficiency in Constitution saving throws.  
  Hunter’s Pursuit
  When you reach 11th level, your skill hunting down 
  your enemies and avoiding attacks has greatly 
  improved. Your speed increases by 10 feet.  
     Also, opportunity attacks against you are made with 
  disadvantage.
  Improved Hemoplague
  At 15th level, when you use the Hemoplague feature, in 
  addition to the feature’s effects you can momentarily 
  ignore your enemies resistances or immunities with 
  the use of your blood magic. If you hit, the target you 
  can ignore its resistances and deal damage as if the 
  target has vulnerability to your weapon’s damage, or 
  ignore its immunity to the damage type and deal 
  damage as normal.
  
  14
  CHAPTER 1  | SUBCLASSES
  Bloodcurser 
  Bloodcurser rogues focus their training on the art 
  of blood magic, taking a grim path to ensure their 
  targets will get eliminated, no matter the cost. Those 
  who adhere to this archetype are mainly hired killers, 
  bounty hunters or members of secret organizations 
  (such as the church of Bane on the Forgotten Realms 
  or the Orzhov Syndicate on Ravnica) that use vile 
  means to remove their adversaries.
  Bonus Proficiency
  When you choose this archetype at level 3rd level, 
  you gain proficiency with Alchemist supplies and 
  Poisoners kit.
  Mortal Wounds 
  Starting at 3rd level, you learn to empower your sneak 
  attack with a special curse that causes the target 
  to suffer deep wounds and blood loss over time. If 
  you hit a target with your sneak feature  attack the 
  target has to make a Constitution save against your 
  Mortal Wounds DC or suffer necrotic damage equal 
  to your proficiency + half your Rogue level (rounded 
  down) at the start of each of its turns. The target can 
  repeat the saving throw at the end of each of its turns 
  ending the effect on itself. Targets already affected by 
  Mortal Wounds feature cannot be affected by multiple 
  instances of this feature.
    
  Mortal Wounds DC = 8 + your proficiency  
   
    
            bonus + your Intelligence modifier
  Limited Blood Magic
  Beginning at 9th level, your experience with blood 
  magic has provided you with the knowledge of certain 
  spells that you can cast on their lowest level. You can 
  cast bane, cause fear, silent image and sleep a number 
  of times equal to your Intelligence modifier (minimum 
  of 1). The number of spells you can cast is also deter-
  mined by your Intelligence  modifier (minimum of 1). 
  You regain any expanded uses of this feature when you 
  complete a short or long rest. 
     Spellcasting Ability. Intelligence is your spellcast-
  ing ability for these spells, so you use your Intelligence 
  whenever a spell refers to your spellcasting ability. In 
  addition, you use your Intelligence modifier when set-
  ting the saving throw DC for these spells you cast. 
   
  Spell save DC = 8 + your proficiency bonus +   
   
   
  your Intelligence modifier 
  Improved Mortal Wounds 
  Beginning at 13th level, before you take the attack ac-
  tion in an instance that you can use your sneak attack 
  feature, you can pierce yourself with your weapon of-
  fering a portion of your blood to ensure that your curse 
  gets even more potent. You suffer your proficiency bo-
  nus necrotic damage (this damage cannot be reduced 
  by any means) and the target has disadvantage on the 
  initial save DC against your Mortal Wounds feature.
  Master Bloodcurser
  Starting at 17th level, when you use the Improved 
  Mortal Wounds feature the target is unable to regain 
  hit points while remaining under the effect of your 
  Mortal Wounds feature and your attacks against it are 
  made with advantage for the duration.
  
  15
  CHAPTER 1 | SUBCLASSES
  Blood Sorcery
  Your magic springs from your unnatural control 
  over blood and your resilience is formidable. Blood 
  sorcerers can utilize their blood to fuel their spells and 
  augment their defenses and regenerative abilities. 
     Their unique abilities are considered the result of the 
  union of strong sorcerer’s bloodlines, resulting in the 
  birth of a caster of great potential. 
  Crimson Blood Fortitude
  At 1st level, your hit points maximum increases by 1 
  and increases by 1 again whenever you gain a level in 
  this class. When you aren’t wearing armor, your AC 
  equals 13 + your Constitution modifier. 
  Innate Blood Magic 
  At 1st level, you’ve learned the raw power of utilizing 
  blood as a catalyst for your magic. You no longer need 
  an arcane focus to cast spells, you instead use your life 
  force to channel magic through.  
  Sanguine Transfusion
  Starting at 6th level, you can sacrifice your own vitality 
  to recover some of your expended magic. As an action, 
  you recover spell slots that have a combined level equal 
  to or less than half of your sorcerer level (rounded up), 
  and none of the slots can be 5th level or higher. You 
  immediately suffer 1d6 necrotic damage per spell slot 
  level recovered. You can’t use this feature again until 
  you finish a long rest. 
  Blood Sap
  Starting at 14th level, you can absorb other creature’s 
  life force in order to replenish your own. As an action, 
  you target a creature within 60 feet of you and try to 
  absorb its life force. You can spend a number of sorcery 
  points dealing 1d6 necrotic damage per sorcery point 
  spend to a maximum of 10d6. The target can make a 
  Constitution saving throw against your spell save DC, 
  taking half damage on a successful save or full damage 
  on a failed one. After dealing the damage, you regain 
  hit points equal to half the total damage dealt. This 
  feature can’t affect Undead or Constructs.
     You have to finish a long rest before you can use this 
  feature again.
  Veil of Blood
  Starting at 18th level, as a bonus action you can spend 
  6 sorcery points to magically transform yourself into 
  a form made purely of blood. In this form, you have 
  resistance to all damage except cold damage. When 
  a creature hits you with a melee attack while in this 
  form, you can use your reaction to manifest spikes 
  made of blood that pierce the attacker dealing 3d10 
  necrotic damage.  
     You remain in this form for 1 minute. It ends early if 
  you are incapacitated, if you die, or if you dismiss it as 
  a bonus action. 
  
  16
  CHAPTER 1  | SUBCLASSES
  Blood Lord Patron
  Your patron is perhaps the Blood Lord himself or the 
  first “Vampire” as some say. A primal being whose 
  avatars thirst for blood. The blood coursing through 
  the veins of all living things is a power few can learn 
  to wield. The motivation of a “Blood Lord” is unclear, 
  but all those who serve one can attest to a bloodlust 
  that lingers within. A vampire might spare the life of 
  someone because it sees a greater cause for them. 
     In the Realms, Blood Lord patrons include 
  Haemnathuun, the Blood Lord, Strahd von Zarovich, 
  Artor Morlin also known as the Baron of Blood, 
  Morcdoc SeLanmere, also known as the Pale Knight 
  and self-proclaimed first and utmost powerful vampire 
  in all of Toril. 
  Blood Lord Expanded List
  The Blood Lord lets you choose from an expanded list 
  of spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you.
  Spell Level
  Spells
  1st
  false life, inflict wounds
  2nd
  alter shelf, spider climb
  3rd
  bestow curse, non-detection
  4th
  greater invisibility, polymorph 
  5th
  dominate person, geas
  Bloodthirst
  At 1st level, you grow a sharp pair of retractable fangs 
  and a powerful thirst for blood. As an action, you can 
  make a melee attack using your fangs, dealing 1d6 + 
  your Charisma modifier piercing damage (you use your 
  Charisma modifier for attack and damage rolls). If you 
  reduce a creature to 0 hit points, you immediately heal 
  a number of hit points equal to your Charisma Modifier 
  + your warlock level.  
     At 5th level, the damage of your fangs becomes 
  magical for the purpose of overcoming resistance to 
  non-magical attacks and damage. 
  Blood Lord’s Skin
  At 1st level, your hit points maximum increases by 1 
  and increases by 1 again whenever you gain a level in 
  this class. 
     In addition, when you aren’t wearing armor, your AC 
  equals 13 + your Constitution modifier. 
  Absorbing Touch
  Starting at 6th level, you know the spell vampiric 
  touch, and always have it prepared as a Warlock spell 
  (it doesn’t count against the number of warlock spells 
  that you have prepared), and you may cast it using a 
  Warlock spell slot. 
     When casting vampiric touch in this way, you add 
  a bonus to the damage roll equal to your Charisma 
  modifier, and on a critical hit, you regain hit points 
  equal to the full amount of the damage dealt.
  Crimson Blood Resilience
  Starting at 10th level, you gain advantage on death 
  savings throws. You also no longer age and cannot be 
  aged magically. Finally, you no longer need to sleep. 
  Instead of sleeping, you enter a trance-like state for 4 
  hours in which you are aware of your surroundings. 
  Instead of eating or drinking, you may consume a pint 
  of blood to sustain you for a day. 
     You also gain resistance to necrotic damage.
  Blood Infestation
  At 14th level, when hit a creature with a fang attack 
  you can assume a form of blood and infest the target’s 
  body. While in that form, you have resistance to all 
  damage expect cold damage and cannot be targeted 
  directly with spells or attacks. If the target dies early 
  before you leave its body, you revert to your original 
  form. 
     At the end of your next turn, you leave the host’s 
  body, overflowing the neural system with unimaginable 
  pain. If the target is not undead or construct, it suffers 
  10d10 necrotic damage. If the target is reduced to 0 hit 
  points, you leave only its skeleton behind, if it has one 
  and you regain hit points equal to double your war-
  lock’s level. 
     Once you use this feature, you can’t use it again until 
  you finish a long rest.
  
  17
  CHAPTER 1 | SUBCLASSES
  Pact of the Blood Mark
  Your contract with your patron takes a physical form 
  as a mark made of blood on your body, that cannot be 
  removed by any means. You choose an area in your 
  body where the Blood Mark appears. While you have 
  the Blood Mark in your body you can perform a 1-hour 
  ritual to store a spell from your Warlock spell list that 
  you can cast, but the spell can’t be higher than 5th 
  level. You can perform the ritual once per long rest 
  before you can perform it again to change the spell 
  stored.  
     Once you cast the spell you can’t cast it again until 
  you finish a long rest. If you have placed the spell on a 
  limp like an arm or leg and that limp get’s severed you 
  can choose to instantly cast the spell stored using your 
  reaction.
  Expanded Eldritch Invocations
  If an eldritch invocation has prerequisites, you must 
  meet them to learn it. You can learn the invocations 
  at the same time you mean the prerequisites. A level 
  prerequisite refers to your level in class.
  Absorbing Touch 
  Prerequisite: Chill Touch cantrip
  When you deal damage with chill touch, you gain 
  temporary hit points, equal to half the damage dealt.
  Blood Empowerment
  Prerequisite: 5th level, Pact of the Blood Mark feature
  Once per turn when you damage a creature with a 
  warlock spell, you can expend a number of hit dice (to 
  a maximum of 5) to deal an extra 1d8 force damage 
  to the target, plus another 1d8 per hit die spend.
  Bloodstream Control
  Prerequisite: 15th level, Pact of the Blood Mark 
  feature
  You can cast hold person once, without expending a 
  spell slot. You must finish a long rest before you can 
  use this invocation on the same creature again.
  Disrupt Life
  Prerequisite: 10th level, Pact of the Blood Mark 
  feature
  As an action, you can disrupt the lifeforce of any 
  creature near you. Creatures of your choice within 20 
  feet of you, must make a Constitution saving throw 
  against your save DC, taking 6d8 necrotic damage on 
  a failed save, or half as much damage on a successful 
  one.
  Improved Blood Mark 
  Prerequisite: Pact of the Blood Mark
  When you acquire the Blood Mark, you learn 2 
  cantrips from any class's spell list. They count as 
  warlock spell for you and don’t count against your num-
  ber of cantrips known. 
     In addition, while you have a Blood Mark it counts as 
  a spellcasting focus, for your Warlock spells.
  Touch Beyond Death 
  Prerequisite: Chill Touch cantrip
  When you cast chill touch, you ignore the target's 
  resistance or immunity to necrotic damage.
  
  18
  CHAPTER 1  | SUBCLASSES
  School of Sangromancy
  The vile secrets of blood magic are as incredible 
  as they are terrifying, allowing a wizard to access 
  overwhelming power—if they’re willing to pay the 
  crimson price. Practitioners of these grim arts, study 
  in the school of sangromancy, focusing on the ability to 
  augment spells through the manipulation of blood.  
     Those who delve into these prohibited techniques are 
  most commonly known as sangromancers.
  Bonus Proficiencies
  At 2nd level, you gain proficiency with alchemy 
  supplies. If you already are proficient your proficiency 
  bonus gets doubled. You also gain proficiency in 
  Medicine skill. 
  Fond of Blood
  Starting at 2nd level, you can spend 1 minute 
  analyzing the blood of a creature that is dead for no 
  more than a day. You make a Medicine check equal 10 
  + creature’s CR (minimum of 11). You can learn about 
  the creature’s resistances or immunities and even 
  possible vulnerabilities if any. 
     Also, you learn the spare the dying cantrip, which 
  doesn’t count against the number of wizard cantrips 
  you know.  
  Blood Casting  
  At 6th level, when you cast a spell with a spell slot, you 
  can expend two Hit Dice to augment its effects for this 
  casting. You can choose one of the options detailed 
  below:
  •  Amplification. If you roll damage for the spell when 
  you cast it, increase the damage against every target by 
  2d8 necrotic damage. If the spell can deal damage on 
  more than one turn, it deals this extra necrotic damage 
  only on the turn you cast the spell.
  •  Elongation. If the spell’s range is at least 30 feet, it 
  becomes 400 feet.
  •  Hinderance. If the spell requires the target to make 
  a saving throw, increase the spell’s save DC by 2, for 
  the initial saving throw.
  Blood Shield
  Beginning at 10th level, you can direct your blood mag-
  ic to absorb damage using your own life force. When 
  you take damage, you can use your reaction to expend 
  a number of Hit Dice equal to your Intelligence modi-
  fier (minimum of 1) and reduce that damage to you by 
  an amount equal to six times the hit dice spend. 
  Sigil of Blood
  Starting at 14th you can inscribe a rune made of 
  blood in a part of your body. Choose a spell of 4th 
  level or lower, that you can cast and has a casting 
  time of 1 action. You can use your action to activate 
  the spell from the rune ignoring any verbal or somatic 
  components but must provide the materials if they are 
  required. The spell remains stored in the rune and the 
  rune fades after one day or if you choose to remove it. 
  You can only have one rune inscribed at you at a time. 
  Once you use this feature you must finish a long rest.
  Sin is debt, and absolution is paid in tithes of 
  gold and blood.                           
    
    
                ~Everard Rothenel, Orzhov Sangromancer
  
  19
  CHAPTER 2 | BLOOD SPELLS
  Bard Spells
  1st Level
  Analyse Blood R (divination)
  Blood Puppet (enchantment)
  Sharp Blood (transmutation)
  7th Level
  Bloodstream Domination 
  (enchantment)
  Cleric Spells
  Cantrips (0 Level)
  Bleed (necromancy)
  Crimson Needle (conjuration)
  1st Level
  Aggravate Wounds 
  (necromancy)
  Analyse Blood R (divination)
  Blood Tap (necromancy)
  Detect Blood R (divination)
  2nd Level
  Blood Infusion (transmutation)
  3rd Level
  Blood Hound (necromancy)
  Crimson Rain (necromancy)
  Expunge Blood (necromancy)
  4th Level
  Aura of Blood (abjuration)
  Sanguine Explosion 
  (necromancy)
  5th Level
  Lifefeeding Weapon (evocation)
  6th Level
  Piscaethces Blood Tentacles 
  (conjuration)
  Chapter 2: Blood Spells 
  T
  his chapter provides new spells for the 
  classes in the Player’s Handbook as well as 
  spellcasting monsters. The Dungeon Master 
  decides witch of these spells are available in 
  the campaign and how they can be learned. 
  For example a DM might decide that some 
  of the spells are freely available, that others are unobtain-
  able, and that a handful can be found only after a special 
  quest, perhaps discovered in a long-lost tome of magic, or 
  only accessible through the power of an artifact. Wizard 
  spells in particular, can be introduced to a campaign in 
  spells found as treasure.
  Druid Spells
  Cantrips (0 Level)
  Bleed (necromancy)
  Blood Blade (transmutation)
  1st Level
  Analyse Blood R (divination)
  Blood Knife (necromancy)
  Detect Blood R (divination)
  2nd Level
  Blood Infusion (transmutation)
  3rd Level
  Crimson Rain (necromancy)
  Paladin Spells
  1st Level
  Analyse Blood R (divination)
  Detect Blood R (divination)
  2nd Level
  Blood Infusion (transmutation)
  4th Level
  Aura of Blood (abjuration)
  5th Level
  Lifefeeding Weapon (evocation)
  Ranger Spells
  1st Level
  Analyse Blood R (divination)
  Detect Blood R (divination)
  2nd Level
  Blood Infusion (transmutation)
  Sorcerer Spells
  Cantrips (0 Level)
  Blood Beam (necromancy)
  Blood Blade (transmutation)
  When a DM adds a spell to a campaign, clerics druids and 
  paladins require special consideration. When a character 
  of those classes prepares their spells, they have access to 
  the entire spell list of their class. Given the fact that the 
  DM should be cautious about making all these new spells 
  available to a player who is overwhelmed when presented 
  with many options.  
  Spell Lists
  The following spell list shows witch spell can be cast 
  by characters by each class. A spell’s school of magic is 
  noted in parentheses. If a spell can be cast as a ritual, the 
  ritual tag, is noted at the end of the spell with an ‘‘R’’.  
  1st Level
  Analyse Blood R (divination)
  Black Blood Armor  
  (transmutation)
  Blood Knife (necromancy)
  Blood Puppet (enchantment)
  2nd Level
  Blood Infusion (transmuta-
  tion)
  3rd Level
  Blood Spear (necromancy)
  4th Level
  Bloodlust (transmutation)
  Sanguine Explosion (necro-
  mancy)
  5th Level
  Acidosis (transmutation)
  7th Level
  Bloodstream Domination 
  (enchantment)
  Boiling Blood (transmutation)
  Warlock Spells
  Cantrips (0 Level)
  Blood Beam (necromancy)
  Blood Blade (transmutation)
  1st Level
  Analyse Blood R (divination)
  Black Blood Armor (transmu-
  tation)
  Blood Tap (necromancy)
  Sharp Blood (transmutation)
  3rd Level
  Blood Spear (necromancy)
  Crimson Rain (necromancy)
  Expunge Blood (necromancy)
  6th Level
  Piscaethces Blood Tentacles 
  (conjuration)
  7th Level
  Boiling Blood (transmutation)
  Wizard Spells
  Cantrips (0 Level)
  Bleed (necromancy)
  Blood Beam (necromancy)
  Blood Blade (transmutation)
  Crimson Needle (conjuration)
  1st Level
  Analyse Blood R (divination)
  Black Blood Armor (transmu-
  tation)
  Blood Knife (necromancy)
  Blood Puppet (enchantment)
  Detect Blood R (divination)
  Sharp Blood (transmutation)
  2nd Level
  Blood Infusion (transmuta-
  tion)
  3rd Level
  Blood Hound (necromancy)
  Blood Spear (necromancy)
  4th Level
  Bloodlust (transmutation)
  Sanguine Explosion (necro-
  mancy)
  5th Level
  Acidosis (transmutation)
  6th Level
  Piscaethces Blood Tentacles 
  (conjuration)
  7th Level
  Bloodstream Domination 
  (enchantment)
  Boiling Blood (transmutation)
  9th Level
  Infernal Blood 
  Contract(enchantment)
  
  20
  CHAPTER 2  | BLOOD SPELLS
  Spells Description
  The spells are presented in alphabetical order.
  Acidosis
  5th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration:  Concentration, up to 1 minute
  You attempt to turn the target’s blood into acid rapidly. 
  Target a single creature within range; they must make 
  a Constitution saving throw. On a failed save, the target 
  takes 5d12 Acid damage and becomes incapacitated or 
  half as much on a successful one and does not become 
  incapacitated. On a failed save, the target also suffers 
  horrible pain from the acid for the spell’s duration. 
  At the end of each of its turns, the target repeats the 
  saving throw. It takes 2d12 acid damage on a failed 
  save, and the spell ends on a successful one.
  Aggravate Wounds 
  1st-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration:  Concentration, up to 1 minute
  You target a creature that is already damaged (or the 
  spell has no effect). The wounds of the target become 
  aggravated and the target has to make a Constitution 
  saving throw or take 1d6 points of necrotic damage or 
  half as much on a successful one. If the initial saving 
  throw fails, each round for the duration of the spell the 
  target must make another Constitution saving throw 
  or take an additional 1d6 points of necrotic damage 
  (2d6, then 3d6, then 4d6, etc.) until the spell ends. Two 
  successful Constitution saves in a row ends the spell. 
     At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases 
  by 1d6 for each slot level above 1st.
  Analyse Blood
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a drop of creature’s blood)
  Duration: 10 minutes
  You focus for the duration on the blood of a creature, 
  immediately learning the type of the creature 
  (Monstrosity, Undead, Humanoid, etc.) and you can 
  also tell if the blood carries any diseases or poisons.
  Aura of Blood
  4th-level abjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V 
  Duration:  Concentration, up to 10 minutes
  Life-absorbing energy radiates from you in an aura 
  with a 30-foot radius. Until the spell ends, the aura 
  moves with you, centered on you. Each non-hostile 
  creature in the aura (including you) has resistance 
  to radiant damage, and gain resistance to necrotic 
  damage. Also, a non-hostile, undead creature regains 
  1 hit point when it starts its turn in the aura with 0 hit 
  points.
  Black Blood Armor
  1st-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour
  You transform a portion of your blood into a toxic 
  substance. When you cast this spell, you must expend 
  a number of hit dice equal to the spell slot you used 
  to cast the spell. A coat of black liquid surrounds you. 
  You immediately roll the hit dice and gain a number of 
  temporary hit points equal to the number you rolled. 
  For as long as these temporary hit points last, every 
  time a creature hits you with a melee attack must 
  make a Constitution saving throw or become poisoned 
  for 1 minute. A creature poisoned in this way makes 
  a Constitution saving throw at the end of each of their 
  turns, ending the effect on success or taking 1d6 
  poison damage on a failure. 
     At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the poison damage 
  increases by 1d6 for every spell slot above 1st used.
  Bleed
  Necromancy cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S
  Duration: Instantaneous
  You prevent a creature’s blood from clotting. You target 
  a creature that has 0 hit points. The creature becomes 
  unstable suffering 1 point of damage. This spell does 
  not affect undead constructs, elementals or oozes.
  Blood Beam
  Necromancy cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You let your blood flow, creating a beam of necrotic 
  energy. You immediately suffer 1 point of piercing 
  
  21
  CHAPTER 2 | BLOOD SPELLS
  damage, Make a ranged spell attack against the 
  creature. On a hit, the target takes 1d12 necrotic 
  damage. 
     At Higher Levels. The damage you take increases by 
  1 when you reach 5th level (2), 11th level (3), and 17th 
  level (4).This spell’s damage increases by 1d12 when 
  you reach 5th level (2d12), 11th level (3d12), and 17th 
  level (4d12).
  Blood Blade
  Transmutation cantrip
  Casting Time: 1 bonus action
  Range: Self
  Components: S, M
  Duration: 1 hour
  You cut your self, letting blood to pour and form a solid 
  red blade in your hand. You immediately suffer 1d4 
  points of necrotic damage. This magic sword lasts until 
  the spell ends. It counts as a simple melee weapon 
  with which you are proficient. It deals 1d8 necrotic 
  damage on a hit and has the finesse, light, and thrown 
  properties (range 20/60). 
     If you drop or throw the weapon, it turns into a small 
  pool of blood at the end of your next turn.
  Blood Hound
  3rd-level necromancy
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (the blood of a corpse)
  Duration:  Instantaneous
  This spell creates a hound made of blood. Choose a 
  corpse of a Medium or Small humanoid within range. 
  The target’s blood becomes a dire wolf composed of 
  blood. The hound is size Medium, not Large, and it 
  counts as a monstrosity, not a beast. The hound has 
  resistance to necrotic damage and immunity to poison 
  damage. 
     The hound’s attack bonus is equal to your 
  spellcasting ability modifier + your proficiency bonus. 
     On each of your turns, you can use a bonus action 
  to mentally command the bloodhound you made with 
  this spell if the creature is within 60 feet of you (if you 
  control multiple creatures, you can command any or all 
  of them at the same time, issuing the same command 
  to each one). You decide what action the creature will 
  take and where it will move during its next turn, or 
  you can issue a general command, such as to guard 
  a particular chamber or corridor. If you issue no 
  commands, the creature only defends itself against 
  hostile creatures. Once given an order, the creature 
  continues to follow it until its task is complete. 
     The creature is under your control for 24 hours, after 
  which it stops obeying any command you’ve given it. To 
  maintain control of the creature for another 24 hours, 
  you must cast this spell on the creature again before 
  the current 24-hour period ends. This use of the spell 
  reasserts your control over up to four creatures you 
  have animated with this spell, rather than animating a 
  new one.
     At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, you can create on 
  additional bloodhound for each slot level above 3rd. 
  Each of the creatures must come from a different 
  corpse.
  Blood Infusion
  2nd-level transmutation
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You cut your self with a melee weapon you are holding 
  letting your blood spill through the blade. The weapon 
  is immediately imbued with necrotic energy. You 
  suffer 1d6 points of slashing damage. The weapon you 
  spilled your blood becomes a magical weapon for the 
  duration if it isn’t already. Additionally, every time you 
  attack with that weapon, it deals an additional 1d6 of 
  necrotic damage on a hit. 
     At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the slashing damage 
  you suffer and the necrotic damage you deal both 
  increases by 1d6 for every two slot levels above the 
  2nd.
  Blood Knife
  1st-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  
  22
  CHAPTER 2  | BLOOD SPELLS
  Components: S, M (a drop of blood)
  Duration: Instantaneous
  You create a shard of blood and fling it at one creature 
  within range. Make a ranged spell attack against the 
  target. On a hit, the target takes 4d4 necrotic damage. 
  hit or miss, the shard then explodes. The target and 
  each creature within 5 feet of it must succeed on a 
  Constitution saving throw, or become poisoned for a 
  minute. 
     At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the necrotic damage 
  increases by 2d4 for each slot level above 1st.
  Blood Puppet
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You try to take control of a humanoid’s bloodstream 
  temporarily and control its body like a puppet master. 
  One humanoid you can see within the spell’s range has 
  to make a Constitution saving throw. On a failed save, 
  the target must move up to its speed in a direction you 
  choose.  
     If you command the creature to move towards 
  an obviously harmful location, it can make another 
  Constitution saving throw, ending the effect of the spell 
  early, on a success.
  Blood Spear
  3rd-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a creature’s or corpse’s blood)
  Duration:  Instantaneous
  You use your own or a corpse’s blood within reach to 
  create a spear made of blood that drains the target’s 
  vitality and grows deadlier with every hit. If you 
  use your blood you suffer 1d10 necrotic damage to 
  manifest the blood spear. 
     A spear of blood launches in a line, 60 feet long 
  and 5 feet wide and blasts out from you in a direction 
  you choose. Each creature in the line must make 
  a Dexterity saving throw. A creature takes 5d6 
  necrotic damage on a failed save, or half as much on 
  a successful one. Every successive time a creature is 
  hit by the spear after the first one, the spear’s damage 
  increases by 1d6. For example, if the lance hits three 
  creatures before hitting the final target in the line, the 
  first target will take 5d6 damage then the second target 
  6d6, then the third would take 7d6 damage, and the 
  final target would take 8d6 damage. 
     Undead, Constructs, and Elementals take the initial 
  damage but every successive hit does not increase the 
  spear’s damage. 
     At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 1d10 for each slot above 3rd. The damage you take 
  increases by 1d10 for every 2 spell slots above 3rd 
  (2d10 at 5th, 3d10 at 7th, 4d10 at 9th).
  Blood Tap
  1st-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Instantaneous
  With a touch of your hand, you immediately increase 
  your bloodstream metabolism, restoring your vitality 
  rapidly. You expend hit dice equal to the spell slot 
  used and roll the same number of dice adding your 
  spellcasting ability modifier to the result and regaining 
  that amount of hit points. 
     The spell has no effect if you have already expanded 
  your hit dice. 
     At Higher Levels. You increase the number of hit 
  dice you can spend by one for every spell slot used 
  above 1st.
  Bloodlust
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration:  Concentration, up to 1 minute
  Your control over blood allows you to increase a 
  creature’s physical capabilities and its lust for battle. 
  Choose a willing creature that you can see within 
  range. Until the spell ends, the target’s speed is 
  doubled, it has advantage on Dexterity saving throws, 
  and it gains an additional action on each of its turns. 
  That action can be used only to take the Attack, Dash, 
  Disengage, Hide, or Use an Object action. The target 
  has to make a Constitution saving throw against 
  your spell save DC at the end of each of its turns, 
  immediately ending the spell on a failed save.  
     When the spell ends, the target suffers one level of 
  exhaustion and it’s paralyzed for a minute.
  Bloodstream Domination
  7th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration:  Concentration, up to 1 minute
  You attempt to take control of a creature’s bloodstream 
  forcing it to follow your will. It must succeed on a 
  Constitution saving throw or follow your commands 
  despite it’s will for the duration. Until the spell ends, 
  the creature takes only the actions you choose and 
  
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  CHAPTER 2 | BLOOD SPELLS
  doesn’t do anything that you don’t allow it to do. During 
  this time you can also cause the creature to use a 
  reaction, but this requires you to use your own reaction 
  as well. 
     You have a telepathic link with it as long as the two 
  of you are on the same plane of existence. You can use 
  this telepathic link to issue commands to the creature 
  while you are conscious (no action required), which 
  it does its best to obey. You can specify a simple and 
  general course of action, such as “Attack that creature,” 
  “Run over there,” or “Fetch that object.” If the creature 
  completes the order and doesn’t receive further 
  direction from you, it defends and preserves itself to 
  the best of its ability. 
     Each time the target takes damage, it makes a new 
  Constitution saving throw against the spell. If the 
  saving throw succeeds, the spell ends.
  Boiling Blood
  7th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You attempt to transform the blood of up to three 
  creatures you can see within range into a boiling fluid. 
  Each creature makes a Constitution saving throw 
  taking 10d8 fire damage on a failed save or half as 
  much on a successful one. 
     If damage from this spell reduces a target to 0 hit 
  points, the target is turned to ash. 
     At Higher Levels. When you cast this spell using 
  a spell slot of 8th level or higher, the fire damage 
  increases by 3d8 for each slot level above 7th.
  Crimson Needle
  Conjuration cantrip
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You conjure a small pin needle or a medical syringe, 
  sterile and ready for use. It functions as any needle 
  would, useful for pinning or (in syringe form) drawing 
  blood and injecting items such as potions and 
  alchemical items.  The needle is too small to be used 
  as an effective weapon, though it deals 1 point of 
  piercing damage if used to puncture the skin.
  Crimson Rain
  3rd-level necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a vial of blood)
  Duration:  Concentration, up to 1 minute
  Hot crimson liquid begins to rain down in a 15ft 
  radius, 60ft high cylinder at a point within range. 
  When a creature enters the area for the first time or 
  starts its turn there, it must make a Constitution saving 
  throw. On a failed save, the creature takes 4d8 necrotic 
  damage. On a successful save, the creature takes half 
  as much damage. You may use a bonus action on each 
  of your turns to move the cylinder up to 20ft. to a point 
  within range. 
     At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 1d8 for each slot level above 3rd.
  Detect Blood
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a drop of blood)
  Duration: 10 minutes
  For the duration, you can sense the presence and 
  location of spoiled blood within 30 feet of you. You 
  also identify if the blood found belongs to a freshly 
  wounded creature. 
     The spell can penetrate most barriers, but it is 
  blocked by 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt.
  Expunge Blood 
  3rd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration:  Instantaneous
  Make a ranged spell attack against a creature you 
  can see within reach. On a hit, the target takes 6d8 
  necrotic damage and its hit points maximum is 
  reduced for the same amount, as your touch absorbs 
  its body's life force. 
     Undead, Constructs, and Elementals are immune to 
  the hit point reduction effect but take the damage as 
  normal. 
     At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 2d8 for each slot level above 3rd.
  Infernal Blood Contract
  9th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (parchment and incense worth 
  of 
  2500 gold, the blood of creatures signing the contract)
  Duration:  Until Dispelled
  Similar to the contracts made by Devils to deceive 
  
  24
  CHAPTER 2  | BLOOD SPELLS
  humans, you magically bind a contract written in the 
  blood of the creatures involved in its terms. Every term 
  in the contract must be precisely written. If a term can 
  be interpreted in multiple ways, then the contract will 
  apply to all of the ways a term may be interpreted by 
  the DM. 
     If a term or a rule is broken by a creature whose 
  blood is bound in the contract, the creature 
  immediately takes 80 + 20d6 psychic damage and 
  becomes stunned for a minute. If the creature dies 
  from the damage it reincarnates as a larva in one of the 
  layers of Nine Hells. 
     After the contract is signed by both creatures, the 
  parchment becomes immune to any damage. In 
  addition, once signed, the context of the contract 
  cannot be changed. If the creatures that signed the 
  contract willingly agree to tear down the parchment, 
  then the parchment tears into pieces and the magic 
  of the contract gets dispelled. Nothing short of a wish 
  spell can dispel the magic of the contract.
  Lifefeeding Weapon
  5th-level evocation
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  You imbue a weapon you touch with necrotic power. 
  Until the spell ends, the weapon grants the wielder 15 
  temporary hit points every time the wielder reduces 
  a hostile creature to 0 hit points. In addition, weapon 
  attacks made with it deal an extra 2d8 necrotic damage 
  on a hit. If the weapon isn’t already a magic weapon, it 
  becomes one for the duration. As a bonus action on your 
  turn, you can dismiss this spell and cause the weapon 
  to emit a burst of necrotic energy. Each creature of your 
  choice that you can see within 30 feet of you must make 
  a Constitution saving throw. On a failed save, a creature 
  takes 4d8 necrotic damage, and it is blinded for 1 minute. 
  On a successful save, a creature takes half as much 
  damage and isn’t blinded. At the end of each Of its turns, 
  a blinded creature can make a Constitution saving throw, 
  ending the effect on itself on a success.
  Piscaethces Blood Tentacles
  6th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of blood)
  Duration: Concentration, up to 1 minute
  Crimson blood tentacles fill a 30-foot radius on the 
  ground that you can see within range. For the duration, 
  these tentacles turn the ground in the area into difficult 
  terrain. 
     When a creature enters the affected area for the first 
  time on a turn or starts its turn there, the creature 
  must succeed on a Dexterity saving throw or take 4d12 
  bludgeoning damage and be restrained by the tentacles 
  until the spell ends. A creature that starts its turn in 
  the area and is already restrained by the tentacles 
  takes 4d8 necrotic damage. 
     A creature restrained by the tentacles can use its 
  action to make a Strength check against your spell 
  save DC. On a success, it frees itself. 
     At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the necrotic damage 
  increases by 2d8 for each slot level above 6th.
  Sanguine Explosion
  4th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration:  Instantaneous
  You channel your necrotic energy coursing through 
  a creature that you can see within range, causing its 
  blood to pierce its own skin from the inside. The target 
  must make a Constitution saving throw. It takes 6d10 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
     On a failed save, the target suffers an internal wound 
  injury hindering its actions. The target has to make 
  another Constitution saving throw at the start of its 
  turn.    On a failed save the target can’t take any action 
  or bonus action on that turn, on a successful one the 
  effect ends.  
     At Higher Levels. The necrotic damage increases by 
  1d10 for each level above 4th.
  Sharp Blood
  1st-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, M (a sharp blade)
  Duration: Concentration, up to 1 minute
  You target a creature within range. You attempt to 
  transform the target’s blood cells into sharp razor 
  shards that injure the target through millions of tiny 
  cuts. The target has to make a Constitution saving 
  throw or take 2d6 points of piercing damage at the 
  start of each of its turns, for the spell’s duration on a 
  failed save. On a successful save, the spell ends. The 
  target can repeat the Constitution saving throw, at 
  the end of each of its turns, ending the spell’s effect. 
  The effect may end early if the target receives magical 
  healing. The spell does not affect undead or constructs.  
     At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases 
  by 2d6 for each slot level above 1st.
  
  25
  CHAPTER 3 | COLLECTIVE RITUAL CASTING
  Chapter 3:Collective Rituals 
  
  26
  CHAPTER 3  | COLLECTIVE RITUAL CASTING
  C
  ollective ritual spellcasting allows  
  multiple spellcasters (that are able to 
  cast spells as rituals), to channel their 
  magic in order to cast even more potent 
  ritual spells.  These rituals require the 
  spellcasters involved, to have access to 
  the spell, either by having it written in a spellbook or 
  a scroll. Collective rituals are often found inscribed in 
  long forgotten artifacts or murals of the past.  
     While performing the collective ritual spell, each 
  spellcaster must spend their action each turn casting 
  the spell and maintain their concentration while doing 
  so. If one spellcaster involved loses concentration on 
  the spell, the rest of the spellcasters have to make a 
  Constitution saving throw with disadvantage to main-
  tain the spell. 
     The DC equals 10 or half the damage the caster 
  takes, whichever number is higher.  
     If more than one spellcasters lose concentration on 
  the spell, the spell fails. If the casters want to try cast-
  ing the spell again, they must start over.
  Collective Ritual Levels 
  Every collective ritual has a level from 1 to 7. This 
  kind of spells consume a spell slot from each separate 
  caster involved, depending on the level of the collective 
  ritual. The spell slots required for each level of 
  collective ritual are detailed in the table below.
  Level of Collective Spell
  Level of Spell Slots Required
  1st
  3rd
  2nd
  4th
  3rd
  5th
  4th
  6th
  5th
  7th
  6th
  8th
  7th
  9th
  Choosing a Ritual Leader. Before any collective ritual 
  starts, a ritual leader has to be assigned. If the ritual 
  leader loses concentration, the spell fails. A ritual 
  leader is usually the most experienced among the 
  spellcasters. Some of the ritual spells often require 
  the ritual leader to wear a pendant that indicates it’s 
  authority (usually in spells that summon creatures that 
  requires orders). 
  Collective Ritual Spell DC. The collective ritual spell 
  DC is equal to the spell save DC of the ritual leader.
  Collective Ritual Spell Attack Rolls. The attack 
  bonus with a spell attack from a collective ritual spell, 
  equals to the spell attack bonus of the ritual leader.
  Collective Ritual Casting
  Cleric Spells
  5th Level
  Conjure Greater Celestials R (conjuration)
  6th Level
  Prayer of Renewal R  (necromancy)
  Swords of Holy Light R  (evocation)
  7th Level
  Supreme Resurrection R  (necromancy)
  Druid Spells
  1st Level
  Conjure Animal Spirits R (conjuration)
  4th Level
  Call Lightning Storm R (evocation)
  Conjure Fey Companions R (conjuration)
  7th Level
  Create Island R (transmutation)
  Fierce Winter R (conjuration)
  Verdigris Tsunami R (conjuration)
  Wizard Spells
  1st Level
  Conjure Swarm of  Demons R (conjuration)
  2nd Level
  Summon Elementals R (conjuration)
  3rd Level
  Conjure Elemental Servants R (conjuration)
  4th Level
  Create Greater Undead R (necromancy)
  Fireblast R (evocation)
  Summon Blood Elementals R (conjuration)
  5th Level
  Summon Blood Elementals R (conjuration)
  6th Level
  Crimson Cataclysm R  (necromancy)
  Hell Orb R (evocation)
  Summon Greater Blood Elementals R (conjuration)
  7th Level
  Summon Balor R (conjuration)
  Summon Elder Elemental R (conjuration)
  Tribute to the Blood Lord R  (necromancy)
  List of Collective Ritual Levels 
  The collective ritual spells are presented in 
  alphabetical order. 
  
  27
  CHAPTER 3 | COLLECTIVE RITUAL CASTING
  Call Lightning Storm
  4th-level collective ritual conjuration
  Spellcasters Needed: 5
  Casting Time: 1 minute
  Range: 120 feet 
  Components: V, S
  Duration: Concentration, up to 10 minutes.
  A storm cloud appears in the shape of a cylinder that 
  is 20 feet tall with a 120-foot radius, centered on a 
  point you can see 100 feet directly above you. The spell 
  fails if you can’t see a point in the air where the storm 
  cloud could appear (for example, if you are in a room 
  that can’t accommodate the cloud). When you cast the 
  spell, choose three points you can see within range. 
  Three bolts of lightning flash down from the cloud to 
  the points you designated. Each creature within 10 feet 
  of the points must make a Dexterity saving throw. A 
  creature takes 4d10 lightning damage on a failed save, 
  or half as much damage on a successful one.  
     On each of your turns until the spell ends, you can 
  use your action to call down lightning in this way again, 
  targeting the same points or different ones. If you are 
  outdoors in stormy conditions when you cast this spell, 
  the spell gives you control over the existing storm 
  instead of creating a new one. Under such conditions, 
  the spell’s damage increases by 2d10. 
     At Higher Levels. When you cast this spell using 
  a 5th-level collective ritual or higher, the damage 
  increases by 2d10 for each collective ritual level above 
  4th-level.
  Conjure Animal Spirits 
  1st-level collective ritual conjuration
  Spellcasters Needed: 5
  Casting Time: 10 minutes 
  Range: 60 feet 
  Components: V, S, M ( a wooden pendant)
  Duration: Instateneous
  You summon fey spirits that take the form of beasts 
  and appear in unoccupied spaces that you can see 
  within range.
  Choose one of the following options for what appears:
     • Three beasts of challenge rating 2 or lower
     • Six beasts of challenge rating 1 or lower
     • Twelve beasts of challenge rating 1/2 or lower
     • Twenty-four beasts of challenge rating 1/4 or lower
     Each beast is also considered fey, and it disappears 
  when it drops to 0 hit points. 
     The summoned creatures follow the commands 
  of the caster that is wearing the wooden pendant. 
  The summoned creatures are friendly to you and 
  your companions. Roll initiative for the summoned 
  creatures as a group, which has its own turns. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don’t issue any 
  commands to them, they defend themselves from 
  hostile creatures, but otherwise, take no actions. The 
  DM has the creatures’ statistics. 
     At Higher Levels. When you cast this spell using 
  certain higher-level collective rituals, you choose one 
  of the summoning options above, and more creatures 
  appear twice as many with a 3rd level collective ritual 
  and three times as many with a 5th level collective 
  ritual.
  Conjure Elemental Servants
  3rd-level collective ritual conjuration
  Spellcasters Needed: 5
  Casting Time: 10 minutes
  Range: 90 feet 
  Components: V, S, M (burning incense for air, soft clay 
  for earth, sulfur and phosphorus for fire, or water and 
  sand for water, a silver pendant)
  Duration: Concentration from the ritual leader, up to 
  24 hours.
     You call forth four elemental servants. Choose an 
  area of air, earth, fire, or water that fills a 10-foot cube 
  within range. Four elementals of challenge rating 5 or 
  lower appropriate to the area you chose appear in an 
  unoccupied space within 10 feet of it. For example,  
  fire elementals emerge from a bonfire, and earth 
  elementals rise from the ground. The elementals 
  disappear when it drops to 0 hit points or when the 
  spell ends. 
     The summoned elementals follow the commands 
  of the caster that is wearing the gold pendant. The 
  elementals are friendly to you and your companions 
  for the duration. Roll initiative for the summoned 
  elementals as a group, which has its own turns. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don’t issue any 
  commands to the elementals, they defend themselves 
  from hostile creatures but otherwise takes no actions. 
     If your concentration is broken, the elementals don’t 
  disappear. Instead, you lose control of the elementals, 
  they become hostile toward you and your companions, 
  and they might attack. Uncontrolled elementals can’t 
  be dismissed by you, and they disappear 1 day after 
  you summoned them. The DM has the elemental’s 
  statistics 
     At Higher Levels. When you cast this spell using 
  a 5th-level collective ritual or higher, the damage 
  increases by 2d10 for each collective ritual level above 
  4th-level.
  Conjure Fey Companions
  4th-level collective ritual conjuration
  Spellcasters Needed: 5
  Casting Time: 10 minutes 
  
  28
  CHAPTER 3  | COLLECTIVE RITUAL CASTING
  Conjure Animal Spirits
  
  29
  CHAPTER 3 | COLLECTIVE RITUAL CASTING
  Range: 120 feet 
  Components: V, S, M (a wooden pendant)
  Duration: Concentration from the ritual leader, up to 
  24 hours
  You summon four fey creatures of challenge rating 6 
  or lower, or four fey spirits that take the form of four 
  beasts of challenge rating 6 or lower. They appear in an 
  unoccupied space that you can see within range. The 
  fey creatures disappear when it drops to 0 hit points or 
  when the spell ends. 
     The summoned creatures follow the commands of 
  the caster that is wearing the wooden pendant. The 
  fey creatures are friendly to you and your companions 
  for the duration. Roll initiative for the summoned 
  creatures as a group, which has its own turns. They 
  obey any verbal commands that you issue to them (no 
  action required by you), as long as they don’t violate 
  its alignment. If you don’t issue any commands to the 
  fey creatures, they defend themselves from hostile 
  creatures but otherwise take no actions. 
     If your concentration is broken, the fey creatures 
  don’t disappear. Instead, you lose control of the fey 
  creatures, they become hostile toward you and your 
  companions, and they might attack. Uncontrolled 
  fey creatures can’t be dismissed by you, and they 
  disappear 3 days after you summoned them. The DM 
  has the fey creature’s statistics.
  Conjure Greater Celestials
  5th-level collective ritual conjuration
  Spellcasters Needed: 10
  Casting Time: 1 hour
  Range: 90 feet 
  Components: V, S, M ( a holy symbol of the deity you 
  are devoted to)
  Duration: Concentration from the ritual leader, up to 8 
  hours.
  You summon 1d4 devas, which appear in an 
  unoccupied space that you can see within range. The 
  devas disappear when it drops to 0 hit points or when 
  the spell ends. 
     The summoned devas follow the commands of the 
  caster that is wearing the holy symbol. The devas are 
  friendly to you and your companions for the duration. 
  Roll initiative for the devas as a group, which has its 
  own turns. They obey any verbal commands that you 
  issue to them(no action required by you), as long as 
  they don’t violate their alignment. If you don’t issue any 
  commands to the devas, they defend themselves from 
  hostile creatures but otherwise takes no actions. The 
  DM has the deva’s statistics.
  Conjure Swarm of Demons
  1st-level collective ritual conjuration
  Spellcasters Needed: 5
  Casting Time: 1 minute
  Range: 60 feet 
  Components: V, S, M (a vial of blood from five 
  intelligent humanoids killed within the past 24 hours, 
  an iron pendant)
  Duration: Concentration from the ritual leader, up to 
  24 hours.
  You summon up to a total of sixteen manes or dretches 
  that appear in unoccupied spaces you can see within 
  range. The manes or dretches disappear when they 
  drop to 0 hit points or when the spell ends. 
     The demons are hostile to all creatures. Roll initiative 
  for the summoned demons as a group, which has its 
  own turns. The demons attack the nearest non-demons 
  to the best of their ability.  
     As part of casting the spell, you can scribe a circle 
  on the ground with the blood used as a material 
  component. The circle is large enough to encompass 
  the space of all the spellcasters involved in the ritual. 
  The summoned demons cannot cross the circle or 
  target anyone in it while the spell lasts. Using the 
  material component in this manner consumes it. 
     At Higher Levels. When you cast this spell using 
  collective rituals of 3rd level, you summon thirty-two 
  demons. If you cast it using a collective ritual of 5th 
  level, you summon sixty-four demons.
  Create Greater Undead 
  4th-level collective ritual necromancy 
  Spellcasters Needed: 10
  Casting Time: 10 minutes 
  Range: 150 feet 
  Components: V, S, M (one clay pot filled with grave 
  dirt, one clay pot filled with brackish water, and one 
  300 gp black onyx stone for each corpse)
  Duration: Instantaneous
  You can cast this spell only at night. Choose up to five 
  corpses of Medium or Small humanoids within range. 
  Each corpse, becomes a wight under your control. The 
  DM has game statistics for these creatures. 
     As a bonus action on each of your turns, you can 
  mentally command any creature you animated with 
  this spell if the creature is within 120 feet of you (if you 
  control multiple creatures, you can command any or all 
  of them at the same time, issuing the same command 
  to each one). You decide what action the creature will 
  take and where it will move during its next turn, or 
  you can issue a general command, such as to guard 
  a particular chamber or corridor. If you issue no 
  commands, the creature only defends itself against 
  hostile creatures. Once given an order, the creature 
  continues to follow it until its task is complete. 
     The creatures are under your control until they drop 
  to 0 hit points or if you dismiss them as a bonus action, 
  turning them into a pile of grey ash. 
  Create Island  
  7th-level collective ritual transmutation 
  
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  CHAPTER 3  | COLLECTIVE RITUAL CASTING
  Create Greater Undead
  
  31
  CHAPTER 3 | COLLECTIVE RITUAL CASTING
  Spellcasters Needed: 20
  Casting Time: 8 hours
  Range: 500 feet 
  Components: V, S, M (precious ores worth at least 
  35,000 gp, which the spell consumes)
  Duration: Instantaneous  
  You raise a new island from out of the sea, bringing 
  to the surface a sandy or rocky but otherwise barren 
  protrusion that is solid, stable, and permanently 
  established. The island is 200 feet in diameter. The 
  spell only works if the ocean is less than 1,000 feet 
  deep where the spell is cast.
  Crimson Cataclysm 
  6th-level collective ritual necromancy 
  Spellcasters Needed: 10
  Casting Time: 1 minute 
  Range: 400 feet 
  Components: V, S, M (a vial of blood, a skull of a 
  humanoid killed in the last 24 hours)
  Duration: Concentration from the ritual leader, up to 
  10 minutes
  Warm, blood like liquid starts to fall from the sky in a 
  60 ft radius, 150 feet high cylinder at a point within 
  range. When a creature enters the area for the first 
  time or starts its turn there, it must a Constitution 
  saving throw or take 14d10 necrotic damage on a 
  failed save, or half as much on a successful one. You 
  may use a bonus action on each of your turns to move 
  the cylinder up to 30 feet to a point within range. 
     The ground in the area is covered with thick blood, 
  making it difficult terrain. 
     In addition, if a creature is concentrating in the 
  spell’s area, the creature must make a separate 
  successful Constitution saving throw against your spell 
  save DC or lose concentration.
  Fierce Winter 
  7th-level collective ritual conjuration
  Spellcasters Needed: 10
  Casting Time: 1 minute 
  Range: 300 feet  
  Components: V, S, M
  Duration: Concentration, up to 24 hours
  A hurling snowstorm forms centered on a point you 
  can see and spread to a radius of 1 mile. The intense 
  cold freezes water out of the air, causing constant 
  snowfall and wind. The snow and wind produce 
  a blizzard effect within the area. Each round you 
  maintain concentration on this spell, the emanated 
  snow deals 3d8 points of cold damage to every 
  creature unless they are near a heat source that is 
  protected by the extreme weather conditions. The 
  area becomes difficult terrain and is heavily obscured. 
  Ranged weapon attacks in the area are impossible. 
  The snowstorm counts as a severe distraction to 
  maintain concentration on spells. 
     Every spellcaster that takes part in this ritual, suffers 
  2 points of exhaustion for every 8 hours concentrating 
  on this spell. 
  Fireblast  
  4th-level collective ritual evocation
  Spellcasters Needed: 5
  Casting Time: 1 minute 
  Range: 150 feet  
  Components: V, S, M (a red dragon’s scale)
  Duration: Instantaneous
  A large ball of searing flames blasts to a point you 
  choose within range. Each creature in a 30-foot radius 
  sphere centered on that point must make a Dexterity 
  saving throw. A target takes 30d6 fire damage on a 
  failed save, or half as much damage on a successful 
  one. The fire spreads around corners. It ignites 
  flammable objects in the area that aren’t being worn or 
  carried. 
     At Higher Levels. When you cast this spell using 
  a 5th-level collective ritual or higher, the damage 
  increases by 5d6 for each collective ritual level above 
  4th-level.
  Hell Orb     
  6th-level collective ritual evocation
  Spellcasters Needed: 5
  Casting Time: 1 minute 
  Range: 300 feet  
  Components: V, S, M
  Duration: Instantaneous
  A sun-bright orb of concentrated energy flashes to a 
  point you choose within range and then blossoms into 
  an explosion of acid, fire, lightning and thunder. Each 
  creature in a 40-foot radius sphere centered on that 
  point must make a Dexterity saving throw. A target 
  takes 12d6 points of acid damage, 12d6 points of fire 
  damage, 12d6 points of lightning damage and 12d6 
  points of thunder damage on a failed save, or half as 
  much damage on a successful one. The explosion 
  spreads around corners. It ignites flammable objects in 
  the area that aren’t being worn or carried. 
     Every spellcaster that takes part in this ritual, suffers 
  10d6 necrotic damage, due to the energy required to 
  create such a destructive spell.
  Crimson Cataclysm 
  6th-level collective ritual necromancy 
  Spellcasters Needed: 5
  Casting Time: 1 hour
  Range: Touch 
  Components: V, S, M (a sprinkle of holy water and 
  
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  CHAPTER 3  | COLLECTIVE RITUAL CASTING
  diamonds worth at least 6,000 gp, which the spell 
  consumes)
  Duration: Instantaneous  
  You touch up to seven dead creatures that have been 
  dead for no more than a century, that didn’t die of old 
  age, and that isn’t undead. If their souls are free and 
  willing, the targets return to life with all their hit points. 
  This spell neutralizes any poisons and cures normal 
  diseases afflicting the creatures when they died. It 
  doesn’t, however, remove magical diseases, curses, and 
  the like, if such affects aren’t removed before casting 
  the spell, they afflict the targets on their return to life. 
     This spell closes all mortal wounds and restores any 
  missing body parts.  
     Coming back from the dead is an ordeal. The targets 
  suffer 3 points of exhaustion.  
     Every spellcaster that takes part in the ritual, can’t 
  cast spells again until they complete a long rest, due to 
  the toll of bringing these many creatures back from the 
  dead. 
  Summon Balor 
  7th-level collective ritual conjuration
  Spellcasters Needed: 15
  Casting Time: 1 hour
  Range: 60 feet  
  Components: V, S, M (a vial of blood from fifteen 
  intelligent humanoids killed within the past 24 hours, 
  an ivory pendant worth of at least 3000gp)
  Duration: Concentration from the ritual leader, up to 8 
  hours
  You summon a balor that appears in an unoccupied 
  space you can see within range. The balor disappears 
  when it drops to 0 hit points or when the spell ends. 
     The summoned balor follow the commands of the 
  caster that is wearing the ivory pendant. Roll initiative 
  for the balor, which has its own turns. You can issue 
  orders to the balor, and it obeys you as long as it can 
  attack a creature on each of its turns. If either of these 
  conditions is not met, the balor immediately makes a 
  Charisma check contested by your Charisma check. 
  If you fail the check, the spell no longer requires 
  concentration and the balor is no longer under your 
  control. The balor automatically succeeds on the check 
  if it is more than 1 mile away from you. 
     As part of casting the spell, you can scribe a circle 
  on the ground with the blood used as a material 
  component. The circle is large enough to encompass 
  the space of all the spellcasters involved in the ritual. 
  The balor cannot cross the circle or target anyone in it 
  while the spell lasts. Using the material component in 
  this manner consumes it.
  Summon Blood Elementals
  4th-level collective ritual conjuration
  Spellcasters Needed: 5
  Casting Time: 1 hour
  Range: 90 feet  
  Components: V, S, M (a holy symbol and a vial of 
  blood from four humanoids killed in the past 24 hours)
  Duration: Concentration from the ritual leader, up to 
  24 hours
  You call forth two greater blood elementals. Choose an 
  area that fills a 20-foot cube within range. Two greater 
  blood elementals appear in an unoccupied space 
  within 10 feet of it. 
     The summoned blood elementals follow the 
  commands of the caster that is wearing the holy 
  symbol. The elementals are friendly to you and your 
  companions for the duration. Roll initiative for the 
  summoned elementals as a group, which has its own 
  turns. It obeys any verbal commands that you issue 
  to it (no action required by you). If you don’t issue any 
  commands to the elemental, it attacks the closest life 
  form it can see. 
     If your concentration is broken, the blood elementals 
  don’t disappear. Instead, you lose control of the 
  elementals, they become hostile toward you and your 
  companions, and they might attack. Uncontrolled 
  elementals can’t be dismissed by you, and they 
  disappear 1 day after you summoned them, or when 
  they drop to 0 hit points. The DM has the greater blood 
  elemental’s statistics. 
     At Higher Levels. When you cast this spell using 
  a 5th-level collective ritual or higher, two additional 
  blood elementals appear for each collective ritual level 
  above 4th-level.
  Summon Greater Blood Elementals
  6th-level collective ritual conjuration
  Spellcasters Needed: 5
  Casting Time: 1 hour
  Range: 90 feet  
  Components: V, S, M (a holy symbol and a vial of 
  blood from ten humanoids killed in the past 24 hours)
  Duration: Concentration from the ritual leader, up to 
  24 hours
  You call forth two blood elementals. Choose an area 
  that fills a 20-foot cube within range. Two blood 
  elementals appear in an unoccupied space within 10 
  feet of it.  
     The summoned blood elementals follow the 
  commands of the caster that is wearing the holy 
  symbol. The elementals are friendly to you and your 
  companions for the duration. Roll initiative for the 
  summoned elementals as a group, which has its own 
  turns. It obeys any verbal commands that you issue 
  to it (no action required by you). If you don’t issue any 
  commands to the elemental, it attacks the closest life 
  form it can see. 
     If your concentration is broken, the blood elementals 
  don’t disappear. Instead, you lose control of the 
  
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  CHAPTER 3 | COLLECTIVE RITUAL CASTING
  elementals, they become hostile toward you and your 
  companions, and they might attack. Uncontrolled 
  elementals can’t be dismissed by you, and they 
  disappear 1 day after you summoned them, or when 
  they drop to 0 hit points. The DM has the blood 
  elemental’s statistics .
  Summon Elder Elemental
  7th-level collective ritual conjuration
  Spellcasters Needed: 15
  Casting Time: 1 hour
  Range: 150 feet  
  Components: V, S, M (incense from the elemental 
  plane of  air, clay from the elemental plane of earth, 
  sulfur and phosphorus from the elemental plane of fire, 
  or water and sand from the elemental plane of water)
  Duration: Instantaneous 
  You create a portal to the elemental plane that 
  corresponds to the materials used for the ritual.  
  You call forth an elder elemental and the portal 
  immediately closes. Choose an area of air, earth, fire, 
  or water that fills a 120-foot cube within range. An 
  Elder Tempest, a Leviathan, a Phoenix or a Zaratan 
  appears in an unoccupied space within 60 feet of it. 
  For example, a Phoenix emerges from a conflagration, 
  and Zaratan rises up from the ground. The elemental 
  disappears when it drops to 0 hit points. 
     The elemental is hostile to all creatures. It’s sole 
  purpose destruction. Roll initiative for the summoned 
  elemental which acts on its own turns. 
     After casting the spell, there is a 25 percent chance 
  that 2d4 casters taking part in the ritual, other than 
  the ritual leader immediately die due to the immense 
  strain of creating the portal.  
     The DM has the elder elemental’s statistics. 
  Summon Elementals
  2nd-level collective ritual conjuration
  Spellcasters Needed: 5
  Casting Time: 10 minutes
  Range: 60 feet  
  Components: V, S, M (golden pendant worth at least 
  100g)
  Duration: Instantaneous 
  You summon elementals that appear in unoccupied 
  spaces that you can see within range. You choose one 
  of the following options for what appears:
     • Two elementals of challenge rating 3 or lower
     • Four elementals of challenge rating 2 or lower
     • Eight elementals of challenge rating 1 or lower
     • Sixteen elementals of challenge rating 1/2 or lower
     An elemental summoned by this spell disappears 
  when it drops to 0 hit points. 
     The summoned creatures follow the commands 
  of the caster that is wearing the gold pendant. The 
  summoned creatures are friendly to you and your 
  companions. Roll initiative for the summoned 
  creatures as a group, which has its own turns. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don’t issue any 
  commands to them, they defend themselves from 
  hostile creatures, but otherwise, take no actions. The 
  DM has the creatures’ statistics. 
     At Higher Levels. When you cast this spell using 
  certain higher-level collective rituals, you choose one 
  of the summoning options above, and more creatures 
  appear twice as many with a 4th level collective ritual 
  and three times as many with a 6th level collective 
  ritual.
  Supreme Resurrection 
  6th-level collective ritual evocation
  Spellcasters Needed: 5
  Casting Time: 1 minute
  Range: 30 feet  
  Components: V, S, M (a holy symbol)
  Duration: 1 hour
  Ten swords of radiant energy appear 30 feet above you 
  until the spell ends. You can use a bonus action to send 
  up to two of the swords streaking toward two different 
  creatures or objects within 150 feet of you. When you 
  do so, make a separate ranged spell attack for each 
  target. On a hit, the target takes 7d12 radiant damage. 
  Whether you hit or miss, the sword is expended. The 
  spell ends early if you expend the last sword. Each of 
  the swords shed bright light in a 30-foot radius and 
  dim light for an additional 30 feet. The light is sunlight. 
     The swords dispel any darkness in the area they hit if 
  it was created by a spell.
  Tribute to the Blood Lord  
  7th-level collective ritual necromancy 
  Spellcasters Needed: 15
  Casting Time: 1 hour
  Range: 1 mile
  Components: V, S, M (the powder of a crushed black 
  pearl worth at least 5000 gp, a ruby pendant worth at 
  least 5000gp)
  Duration: Instantaneous 
  You utter prayers to the Haemnathuun, the Blood 
  Lord offering lives in exchange for eternal servants. 
  Each creature in a 100-foot radius sphere centered 
  on each point you choose is overflowed with negative 
  energy. If the creatures have 75 or fewer hit points they 
  die instantly. Otherwise, the spell has no effect. The 
  creatures that died by this effect rise after 1 minute, as 
  Blood Fiends.  
     The summoned blood fiends follow the commands 
  of the caster that is wearing the ruby pendant. You can 
  
  34
  CHAPTER 3  | COLLECTIVE RITUAL CASTING
  Variant Ritual Casting Option. 
  If two or more spellcasters have the same ritual 
  spell prepared they can choose to assist one another, 
  undercutting the spells casting time, times equal to the 
  number of spellcasters involved.  
     For example if two spellcasters have the detect magic 
  spell prepared and they are both able to cast it as a 
  ritual, the casting time is reduced in half. If a third 
  spellcaster had the same spell prepared and was able 
  to cast it as a ritual, assisting the rest of the casters 
  would allow them to cast it at a third of the time. 
  use a bonus action to mentally command the blood 
  fiends you create with this spell, issuing the same 
  command to all of them. To receive the command, a 
  blood fiend must be within 300 feet of you. You decide 
  what action the blood fiend will take and where they 
  will move during their next turn, or you can issue 
  a general command, such as to guard a chamber 
  or passageway against your foes. If you issue no 
  commands, the blood fiends do nothing except defend 
  themselves against hostile creatures. Once given an 
  order, the blood fiends continue to follow it until their 
  task is complete. 
  Verdigris Tsunami  
  7th-level collective ritual conjuration 
  Spellcasters Needed: 10
  Casting Time: 10 minutes
  Range: 300 feet 
  Components: V, S 
  Duration: Instantaneous 
  A tsunami of grass, shrubs, and trees that overgrows 
  the area like a tidal wave, springs into existence at 
  a point you can see within range, covering a 1-mile 
  radius. The plant growth creeps and curls across 
  every-thing in the area, ensnaring it and coiling around 
  it as if it had been growing there for a century or more. 
  Creatures in the area must make a Dexterity saving 
  throw to avoid the fast-moving growth. On a failed 
  save a creature takes 20d10 bludgeoning damage, or 
  half as much damage on a successful save, due to the 
  crushing press.  
     Buildings and other constructions get completely 
  engulfed by the vegetation and they take 20d10 
  bludgeoning points of damage as well. Buildings 
  destroyed by the damage have their foundations 
  uprooted and walls crumbled. The plant growth is 
  permanent. 
     Every spellcaster that takes part in this ritual, suffers 
  2 points of exhaustion after its completion.
  
  35
  CHAPTER 4 | CRIMSON ORDER
  Chapter 4: The Crimson Order
  
  36
  CHAPTER 4  | CRIMSON ORDER
  The Crimson Order 
  T
  he crimson order is a secret cult of 
  Haemnathuun, the Blood Lord, kept in 
  the shadows, put together long ago from 
  nobles looking to extend their power and 
  influence. The Blood Lord (an elder-evil) 
  was slain long ago by Bahamut, Bane, 
  and Ioun, but his 1000’ long-dead body remains as a 
  mass of bloodstone in the Astral Sea. 
     Haemnathuun seeks to be revived once again, giving 
  knowledge and powers to his worshipers, to perform 
  the rituals needed for his resurrection. The biggest 
  promise Haemnathuun has made to his worshipers is 
  that they will obtain eternal life (but his revival will turn 
  his followers into eternal thralls under his control). 
     The organization stays secret, even to the areas it's 
  based at. There are only whispers and rumors, being 
  very careful with whom they approach to stay un-
  known. Most of the members belong to noble families, 
  who strive from a young age to climb their way up to 
  the Order's hierarchy. Its highest authority members 
  are masters of the arcane, demonologists, battle tacti-
  cians or deadly assassins.
  Haemnathuun, The Blood Lord 
  Gods, primordials, and other powerful beings are 
  sometimes preserved in the Astral Sea after their 
  deaths. Drifting through the starry mists like statues 
  of their former selves, they slumber through eternity, 
  awaiting the divine spark that might reawaken them. 
  One such drifting corpse is Haemnathuun, the Blood 
  Lord, a terrible primordial who fell during a furious 
  assault on the dominion of the gods’ countless ages 
  ago. Haemnathuun’s drifting corpse is a floating 
  mountain of strange scarlet stone 1,000 feet long. 
     The primordial was nowhere near this size when he 
  perished, but as the ages pass the drifting corpses of 
  dead beings in the Astral slowly transform into astral 
  matter. Haemnathuun was a terrible giant with four 
  clawed arms and a wide mouth full of needle-sharp 
  fangs. The petrifaction of his body and the trees and 
  vines veiling his form do not obscure his monstrosity. 
  The abominations known as blood fiends were his 
  creation, and Haemnathuun made them in his own 
  image. 
     A fierce tribe of astral stalkers dwells atop 
  Haemnathuun’s corpse. They dwell in the weird 
  twisted forest covering his body.
  Boons of Haemnathuun 
  The following entry outlines boons that the DM 
  can grant monsters and NPCs that are dedicated to 
  Haemnathuun, the Blood Lord. The entries also list 
  signature spells associated with Haemnathuun.  If the 
  monsters or the NPC can cast spells, you can replace 
  any of those spells, with spells from that list, as long as 
  the new spell is equal level as the spell it replaces. 
     Haemnathuun has no limit on the number of 
  creatures he can gift with boons. 
     The effects of the boon remain, as long as 
  Haemnathuun is pleased with the acts of its followers. 
  Accepting such boon, usually drives a person towards 
  acts of chaos and madness, while corrupting its soul.  
    • Ability Score Adjustment: Up to a +4 adjustment to 
  Constitution  
    • Signature Spells: Blood Puppet (1st level), Blood 
  Infusion (2nd level), Blood Hound (3rd level)   
     Haemnathuun grants his followers the ability to feed 
  on their target life force. He grants his cultists the 
  Life Absorption trait and his cult leaders the Crimson 
  Mantle trait.  
     Life Absorption (2/Short Rest). If the cultist reduces 
  a creature to 0 hit points, it gains 10 temporary hit 
  points. 
     Crimson Mantle. This creature is surrounded by 
  a thin crimson aura while it isn’t incapacitated. The 
  creature gets immunity to the frightened condition and 
  has immunity to necrotic damage.
  The Order’s Organization 
  The Order is divided into three “Houses”, each 
  one under the supervision of the Oracles that 
  are responsible for them. Their authority to their 
  subordinates is absolute but Seer Sanctorum’s 
  authority is greater than anyone else in the Order. 
  House of Arms
  The purpose of the members of this house is to 
  ensure the safety of the Order and their most valuable 
  members. They usually patrol on high-value facilities 
  of the Order or get assigned to guard significant 
  individuals. 
     • Red Blades: This rank is placed upon members 
  of the cult when they first join. Some red blades are 
  usually tasked with the transport and organization of 
  the armory and the supplies while others serve as the 
  main body of the cult or as scouts and assassins.  
     • Red Stalkers: Stronger individuals, who can take 
  missions alone. They abduct victims for experiments 
  or get tasked to finish off traitors of the Order. Rogues 
  who can weaken their foes through limited blood 
  magic, known as Bloodcursers or the skilled blood 
  hunter Rangers who know dreadful curses, usually 
  take this rank.  
     • Crimson Guards: Crimson Guards are usually 
  fighters that have proven their skill with arms and 
  have served long enough for higher-ups in the Order. 
  They have to swear an oath similar to knights, to serve 
  and protect usually sages of the Order, who lack the 
  physical strength to protect themselves.  
  They have up to 15 Red Blades that take orders from 
  them (those 15 Red Blades form a squad). 
  
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  CHAPTER 4 | CRIMSON ORDER
      • Crimson Harbingers: This rank is given to 
  Fighters, Rangers or Rogues of the Order that have 
  proven their superiority in terms of battle skills and 
  leadership. They can have up to five Crimson Guards 
  and two Blood Seekers under their command. Usually, 
  they are either needed when some of the experiments 
  of the Order go berserk or if any of the nobles that fund 
  the organization need a highly-skilled bodyguard. 
     • Blood Skull Overseer: Military masterminds that 
  have proven they’re worthy of such title, take this rank. 
  The Crimson Order has three Blood Skull Overseers. 
  They can have absolute authority to six Crimson 
  Harbingers each, as well as their subordinates.
  House of Knowledge
  The house of knowledge consists mainly of magic 
  users capable of using blood magic. The most common 
  schools of magic that are practiced among the 
  Crimson Order are Necromancy and Transmutation, 
  due to the nature of blood magic. Evocation and 
  Abjuration are also supplementary schools of magic 
  that are practiced among the ranks of the Crimson 
  Order. 
     • Sanguine Scholars: This rank is given to a newly 
  recruited member of the Order that actively seeks 
  knowledge regarding blood magic. Members with this 
  rank are usually paper pushers of the Crimson Order, 
  that want to expand their knowledge about blood 
  magic and its capabilities. They are arcane magic 
  users that had some prior experience as scholars.  
     • Blood Seekers: Members of this rank, know all the 
  basics about blood magic and they are actively seeking 
  to discover old blood spells that have been forgotten, 
  potentially discovering something that would help 
  them reach higher ranks in the Order. 
     • High Blood Seekers: This rank is given to Blood 
  Seekers that have discovered several blood spells that 
  have been forgotten and their contribution to the Order 
  has been recognized. They usually have several Red 
  Blades under their command that would protect them 
  with their lives.  
     • Sanguine Mentors: Those who have the title of 
  the Sanguine Mentor has been great contributors 
  for the Order, due to their successful Blood Magic 
  experiments. High Blood Seekers and their 
  subordinates ought to help the Sanguine mentors with 
  their research and experiments providing them the 
  resources that are required.   
     • Elder Sanguine Mentor: Only highly skilled 
  Sangromancers and Blood Sorcerers who have 
  conducted a lot of difficult experiments and have 
  provided the Order with the most insightful 
  information about blood magic, take this rank. 
     There can be up to five Sanguine Mentors in the 
  Order at any given time. Together they are the trusted 
  counsellors of the Oracle of the Arcane. They are also 
  responsible for the resources and sacrifices needed for 
  Oracle’s blood rituals.
  House of Influence
  For the Order to achieve its goals from the shadows, 
  there should be nobles that could provide all the 
  necessary resources and political influence to ensure 
  that no one interferes with its plans. This house’s 
  goal is to approach wealthy individuals that seek even 
  greater power and status and offer them a place among 
  the inner circle of the Crimson Order. 
     • Red Brothers/Sisters: This is the rank, is given to 
  those that are initiated in the House of Influence. They 
  are usually nobles, that are capable of influencing the 
  public opinion on their village or town. Their role is to 
  find and enlist other members for the Crimson Order, 
  which can be useful in terms of knowledge or influence 
  of the public opinion if needed.  
     • Ruby Hands: This title is granted to those that have 
  proven their loyalty to the Order and usually have a 
  great status and political power (a mayor of a town, 
  a guild leader, a judge, etc). Their role is to protect 
  the secrecy of the Order, on a scenario that would 
  publicize the existence of the Order. 
     • Bloodmasters: They are higher-ups in terms of the 
  hierarchy inside the Order, but they lack the political 
  power that the Ruby Hands have. Responsible to 
  collect the resources needed and those that know 
  every transaction and payment the Order has to make. 
  Due to these critical responsibilities, those who take 
  this position have to be trusted by a high-ranked 
  member of the Order.  
     • Crimson Vindicators: At the same level in terms of 
  status, Crimson Vindicators, are the ones responsible 
  for judging any member that would have put the Order 
  in danger. There are no more than three people in 
  this position at a time, and they can give orders to any 
  Red Stalker in the Order to retrieve or kill a specific 
  individual or a member of that have betrayed the Order. 
     • Heralds of Whispers: Among the highest ranks of 
  the house of Influence, this title is granted to the most 
  talented individuals of the Crimson Order that are 
  capable to gather information about possible threats to 
  the Order, location of powerful magical items and new 
  noble families that would provide the Order with the 
  funds needed. Highly skilled rogues and bards yield 
  this title. 
  Few know that, but the symbol of the cult reveals a lot 
  about the cult’s structure. The two arcs represent the main 
  body of the cult. The central part of the symbol  depicts the 
  position of the oracles of arms and blood, that is bestowed 
  to the most capable combatants of the cult. The right 
  and left parts of the symbol represent the positions of the 
  Oracle of the Arcane & the Oracle of Coin and Relations. 
  The arrow part of the symbol represents the head  of the 
  cult, the Blood Monarch the one chosen and blessed by the 
  Blood Lord.
  
  38
  CHAPTER 4  | CRIMSON ORDER
  The Leaders of the Order 
  • Oracle of the Arcane: Nameia Hagar is the one that 
  is given the title of the most capable arcanist in the 
  Order. 
  • Oracles of Blade & Blood: These are two separate 
  titles that are given to the most capable combatants of 
  the Crimson Order. The individuals that are occupying 
  the titles are Aldus Colvard and Cordelia Kahler. 
  • Oracle of Coin and Relations: Rowley Gunter is the 
  head of the division responsible for the reassuring that 
  the Orders movements remain in shadows. 
  Aldus Colvard 
  Aldus Colvard [al-dus, col-vard] is a male human 
  fighter that has the title of the Oracle of Blood. He is 
  an heir of one of the founding noble families of the 
  organization. Aldus trained to become a great fighter 
  from a young age. With amazing vigor and unnatural 
  strength, it became clear that he was unmatched in 
  terms of pure strength and he was given the rank of 
  the Order’s strongest warrior. Aldus is sadistic and 
  adores fighting against powerful enemies and terrible 
  creatures. The Crimson Order usually assigns him, 
  missions that require immense brute force and most 
  likely involve neutralizing powerful threats. 
     Background. Aldus was once one of the knights 
  serving as king’s guard. He was able to attain that 
  position fairly easily due to his skills in battle and 
  his family’s influence. A position not quite fitting for 
  someone with such ferocity.  
     Desiring to prove his abilities in combat, he took part 
  in a royal match that was conducted in the capital. 
  Aldus managed to end up in the finals, fighting against 
  one of the strongest knights in the kingdom, Sir 
  Wimark the Colossus. Sir Wimark was arrogant and 
  provoked Aldus throughout the duel, thinking he had 
  the upper hand. But the tide soon turned against him. 
  Aldus wanting to prove his might, managed to charge 
  and knock Sir Wimark to the ground hitting him 
  relentlessly with this maul until he left his last breath. 
  Everyone in the audience was shocked, with the result 
  of the duel.  
     Killing your opponent was against the match’s 
  rules and Aldus knew that but killing the knight that 
  underestimated him felt great for him. Exhausted 
  from the continuous fighting and knowing the 
  consequences, Aldus dropped his weapon and allowed 
  the guards to chain him and drive him to the prison.  
     His family, caught by surprise by what they have 
  witnessed, were certain for their son’s upcoming 
  execution. Aldus’ mother, Dareen, did not want to 
  see her son beheaded, despite the crime he has 
  committed. She begged Rowley to save her son, at any 
  cost, since their allegiance to the Order was strong and 
  indisputable.  
     Rowley sent one of the Heralds of Whispers in the 
  prison, to offer Aldus a chance to join the Crimson 
  Order’s ranks. He offered Aldus a vial containing the 
  blood of a fiend. If he was dedicated to stand on the 
  Order’s side and pledge his eternal loyalty to the Blood 
  Lord, he could find a fitting role for him. By drinking 
  the blood of the fiend, he could attain even greater 
  abilities, although there was a high risk for him to die 
  outright. Aldus accepted the terms, drank from the 
  vial, and managing to withstand the substance and 
  acquiring what he was promised. The Herald helped 
  Aldus escape the prison, passing through the guards 
  unnoticed. 
     In the following years, Aldus proved that he was 
  worth the chance the Order gave to him. He climbed 
  through the military ranks of the Order, gaining the 
  title of the Oracle of Blood; a title fitting to the most 
  fearless warrior of the Order. 
    Ideals. Aldus believes that in life as in war, the 
  stronger force wins. That’s why he has sided with the 
  Crimson Order. 
     Motives. Aldus can feed his ever ending thirst for 
  battle and conflict through serving as an Oracle of 
  the Crimson Order. He is hoping to find an individual 
  strong enough that would be able to challenge him and 
  bring him to his knees. 
     Flaws. He has little respect for anyone who is not a 
  proven warrior. Besides, his hatred of the enemies of 
  the Crimson Order is blind and unreasonable. 
     Treasure. Aldus wears a +3 black plate armor 
  protecting him from certain spells, he uses an 
  oversized magical maul that’s called “Headsplitter” and 
  also wears a cloak of protection.
  
  39
  CHAPTER 4 | CRIMSON ORDER
  Aldus Colvard
  Medium humanoid (human), neutral evil 
  Armor Class 22 (+3 plate armor, cloak of protection)
  Hit Points 269 (22d10 + 154)
  Speed 30 ft.
  Saving Throws Str +11, Dex +7, Con +11, Int +5, Wis +6,  
     Cha +5
  Skills Athletics +13, Acrobatics +7, Intimidation +10, 
     Perception +9, Survival +7
  Condition Immunities frightened, charmed
  Senses passive Perception 16
  Languages Common, Infernal, Abyssal, Undercommon
  Challenge 18 (20,000 XP)
  Legendary Resistance (2/Day): If Aldus fails a saving throw he 
  can choose to succeed instead.
  Action Surge (2/ Per Short or Long Rest). Aldus can take one 
  additional action on top of his regular action and a possible 
  bonus action. 
  Adamantine Armor. While Aldus is wearing his adamantine 
  armor, any critical hit against him becomes a normal hit. 
  Blood Frenzy. While Aldus has less than one third of his hit 
  points maximum, his weapon attacks deal the maximum die 
  damage whenever he hits.
  Devastating Blow. When Aldus rolls 20 on an attack roll made 
  with Headsplitter, his attack deals an additional 5d6 points of 
  bludgeoning damage.  
  Fatal Wounds (7/Per Short Rest). Aldus can do an additional 
  1d12 points of damage when hitting with a weapon.
  Indomitable (3/Day). Aldus rerolls a failed saving throw. 
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, Aldus can regain 30 hit points.
  Life Absorption (2/Short Rest). If the Aldus reduces a creature 
  to 0 hit points, he gains 10 temporary hit points. 
   
  Actions
  Multiattack. Aldus uses his dreadful presence. He then 
  makes three attacks with his headsplitter or his javelins.
  Headsplitter. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 16 (3d6 + 7) bludgeoning damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  17 (+3)
  24 (+7)
  13 (+1)
  15 (+2)
  18 (+4)
  Oversized Javelin. Ranged Weapon Attack: +11 to hit, range 
  30/120 ft., one target. Hit: 13 (2d6 + 7) piercing damage. 
  Fanatical Presence. As a bonus action, Aldus unleashes a 
  battle cry, towards a creature that can see and hear him. That 
  creature can immediately make a melee weapon attack with 
  advantage against a hostile creature within its reach, as a 
  reaction. 
  Dreadful Presence (Recharges after a Short or Long Rest). Aldus’s 
  presence inspires fear to every enemy near him. Each enemy 
  within 30 feet of Aldus must succeed on a DC 20 Wisdom saving 
  throw or be frightened for 1 minute. If a frightened target end its 
  turn more than 30 feet away from Aldus, the target can repeat 
  its saving throw, ending the effect on itself on a success. 
  Crushing Ground Strike (Recharge 5-6). Each creature in a 30 
  feet cone must succeed on a DC 20 Dexterity saving throw or 
  take 6d8 bludgeoning damage on a failed save, or half as much 
  on a successful one. If the saving throw fails by 5 or more, the 
  creature is also knocked prone.
  ReActions
  Sentinel Strike. Creatures within Aldus reach provoke op-
  portunity attacks, even if they use the Disengage action. 
  Whenever Aldus hits a creature with an opportunity attack, 
  its speed drops to 0 for the rest of the turn. This stops any 
  movement they may have been taking.
  LegendARy Actions
  Aldus can take 3 Legendary actions, choosing from the op-
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Aldus 
  regains spent legendary actions at the start of his turn.
  Charge. Aldus can move up to his speed and pass through the 
  space of a Large or smaller creature. That creature must suc-
  ceed on a DC 20 Strength saving throw or be knocked prone 
  and take 13 (2d12) bludgeoning damage.
  Attack. Aldus can make an attack with headsplitter or his 
  javelins.
  Crushing Ground Attack (2 actions). Aldus uses his Crushing 
  Ground Strike if it has recharged.
  LAiR Actions
  When fighting Aldus inside his lair, Aldus can use lair actions. 
  On initiative count 20 (losing initiative ties) Aldus takes a lair 
  action to cause one of the following effects; Aldus can’t use 
  the same lair action two rounds in a row:
     • Aldus and up to ten of his allies gain 30 temporary hit 
  points.
     • Until the start of Aldus next turn all his weapon attacks 
  hit automatically
     • Aldus moves with unerring accuracy. Until the start of his 
  next, all attacks against him are made with disadvantage.
  
  40
  CHAPTER 4  | CRIMSON ORDER
  Only feeble warriors flinch in the heat of battle.                        
    
   
   
   
   
  ~Cordelia
  Cordelia Kahler 
  Cordelia Kahler [ cord-elia, kah-ler] is a female fallen 
  aasimar. She is a paladin of the Haemnathuun, that 
  has been granted the title of the Oracle of Blade. She 
  has short black hair and purple-hued glowing eyes. 
  Cordelia is the commander of the Crimson Order 
  forces and a competent combatant. Despite having 
  no noble lineage, she managed to glide through the 
  hierarchy, due to her skills in battle, and her inspiring 
  presence on the battlefield. 
     Background. Cordelia lost her family when she 
  was six years old. They were slaughtered in front of 
  her eyes, by a knight who served the local lord of her 
  town. Cordelia’s parents were framed for a crime that 
  they never committed. Both of them were kind-hearted 
  and accepted the fate that was bestowed upon them, 
  to make sure their baby child wouldn't meet the same 
  fate. Their initial sentence was imprisonment, while 
  Cordelia was going to serve as a maid for the local 
  lord. But the knight abused the power he had and 
  executed her parents inside their house. Shortly after 
  he chained the little child as if she was a criminal. 
     Galinndan, who was passing from the town, saw the 
  little aasimar girl that was mistreated. He approached 
  the knight, asking him to set free the poor girl. The 
  knight once more embezzled his authority and rushed 
  offensively towards the stranger, to punish him for 
  hampering his task. Galinndan used his powers to 
  immobilize the knight. He freed the little girl and fled 
  from the city, alongside her. 
     After that incident, Cordelia followed the elf man that 
  saved her from a future in custody. Galinndan kept the 
  girl by his side, so she can be safe and teach her how 
  she could survive on her own. 
     While Galinndan tried to keep the fact that he was a 
  leader of a rising cult secret, Cordelia not being naive, 
  quickly realized the truth and asked the man that saved 
  her to join his cause, this way she could repay the debt 
  she ought to him for saving her life.  
     Cordelia trained with the scimitar and the shield, 
  while Galinndan helped her hone her social skills. Not 
  many years passed and she proved to be an excellent 
  warrior that could also outsmart even the brightest 
  strategists of the Order.  
     Ideals. Cordelia is a fallen aasimar that has a 
  connection to dark powers. Her angelic guide 
  Valandras is a stern and judgmental spirit. She 
  believes that her dark calling puts her above the law 
  and she is obligated to destroy anything that poses a 
  threat to herself and her companions. 
     Motives. She believes that the Crimson Order will 
  be able to change the world and the Blood Lord will 
  provide her with the power to achieve that. Cordelia 
  seeks revenge from those that mistreated her 
  family. She wouldn’t put the Order (and in extension 
  Galinndan), at-risk for her desires. Lastly, she wants 
  the Crimson Order’s goal to come into fruition to repay 
  the debt she owns to Galinndan for saving her life. 
     Flaws. Due to what happened in her past, Cordelia 
  assumes the worst in people (expect Galinndan, who 
  she deeply respects and idolizes). She is regularly 
  talking to Valandras, asking him for guidance, even 
  though others can’t see him. 
     Treasure. Cordelia uses a spellguard shield and a +3 
  scimitar called blood lord’s scimitar. She wears a black 
  adamantine half-plate armor and a ring of featherfall. 
     Companion. She owns a brown and white griffon 
  named Eos, with these changes:
  • Eos is lawful evil. 
  • He is a fiend instead of a monstrosity.
  • He has resistance to fire and necrotic damage.
  • His AC is 17 due to the armor that Cordelia has 
  placed on him.
  
  41
  CHAPTER 4 | CRIMSON ORDER
  Cordelia Kahler 
  Medium humanoid (aasimar), lawful evil
  Armor Class 23 (plate, shield)
  Hit Points 247 (22d10 + 88)
  Speed 30 ft.
  Saving Throws Dex +11, Wis +9, Cha +11
  Skills Athletics +8, Acrobatics +11, Deception +9,
    Intimidation +9
  Damage Immunities necrotic, poison
  Condition Immunities frightened, poisoned, charmed
  Senses passive Perception 18
  Languages Common, Celestial, Abyssal, Infernal 
  Challenge 18 (20,000 XP)
  Legendary Resistance (2/Day): If Cordelia fails a saving throw 
  she can choose to succeed instead.
  Healing(1/Day). Cordelia, or one creature it touches regains 
  up to 100 hit points.
  Divine Sense. Cordelia has advantage on Wisdom (Perception) 
  checks made to perceive evil-aligned creatures.
  Cleansing Touch (3/Day). Cordelia can use her action to end 
  one spell on itself or a willing creature that it touches.
  Blood Ward (Recharges after a Long Rest). When Cordelia is 
  reduced to 0 hit points but not killed outright, she drops to 1 
  hit point instead.
  Spellguard Shield. While Cordelia is holding the spellguard 
  shield she has advantage against saving throws from spells 
  and other magical effects and spell attacks have  
  disadvantage against her.
  Life Absorption (2/Short Rest). If the Cordelia reduces a crea-
  ture to 0 hit points, she gains 10 temporary hit points.
  Crimson Herald (1/Day). As an action Cordelia, surrounds her-
  self with an aura of blood that lasts for 1 minute and gives 
  her the following benefits:
     • Whenever a creature damages her, it takes 10 necrotic 
  damage
     • At the start of each of her turns, she regains 10 hit points.
     • She can use a bonus action on her turn, to cause the 
  blood in her aura to attack one creature. She makes a melee 
  spell attack as a bonus action, against the target. If the attack 
  hits, the target takes 15 (3d10) necrotic damage.
  Spellcasting. Cordelia is a 20th-level spellcaster. Her spell-
  casting ability is Charisma (spell save DC 18, +10 to hit with 
  spell attacks). Cordelia has the following spells prepared:
  1st level (4 slots): bane, command, inflict wounds, searing smite
  2nd level (3 slots): darkness, blindness/deafness, branding smite
  3rd level (3 slots): bestow curse, vampiric touch
  4th level (2 slots): blight, death ward
  5th level (2 slots): antilife shell, contagion 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  22 (+6)
  22 (+6)
  14 (+2)
  16 (+3)
  20 (+5)
  Actions
  Multiattack. Cordelia uses her Necrotic Shroud. She then 
  makes three melee attacks or three attacks with her Long-
  bow.
  Blood Lord’s Scimitar. Melee Weapon Attack: +13 to hit, reach 
  5 ft., one target. Hit: 14 (2d6 + 8) slashing damage, plus 16 
  (4d8) necrotic damage.
  Shield Bash. Melee Weapon Attack: +10 to hit, reach 5ft., one 
  creature. Hit: 5 (1d4+3) bludgeoning damage. If the target is 
  Large or smaller, it must succeed on a DC 17 Strength saving 
  throw or be knocked prone. 
  Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 
  ft., one target. Hit: 10 (1d8 +6) piercing damage, plus 10 
  (2d10) poison damage.
  Dance of Death (1/Day). Cordelia can cast danse macabre from 
  the blood lord’s scimitar, without requiring to concentrate on 
  the spell.  
  Necrotic Shroud (Recharges after a Long Rest). Cordelia can 
  unleash the divine energy within herself, causing her eyes 
  to turn into pools of darkness and two skeletal, ghostly, 
  flightless wings to sprout from her back. The instant she 
  transforms, other creatures within 30 feet of her that can see 
  her must each succeed on a  DC 19 Charisma saving throw or 
  become frightened of her until the end of her next turn. The 
  transformation lasts for 1 minute. During it, once on each 
  of her turns, she can deal 20 extra necrotic damage to one 
  target when she deals damage to it with an attack or a spell.
  ReActions
  Parry. Cordelia adds 6 to its AC against one melee attack that 
  would hit her. To do so, Cordelia must see the attacker and 
  be wielding a melee weapon.
  Featherfall Ring. Cordelia can cast the featherfall spell on 
  herself as a reaction.  
  LegendARy Actions
  Cordelia can take 3 Legendary actions, choosing from the op-
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Cord-
  elia regains spent legendary actions at the start of her turn.
  Move. Cordelia can move up to half her speed, to an  
  unoccupied space she can see within range. This movement 
  does not provoke opportunity attacks.
  Attack. Cordelia can make an attack with her blood lord’s 
  Scimitar or her longbow.
  Commanding Strike. Cordelia issues a command to up to ten 
  friendly creatures within 60 feet of her. These creatures im-
  mediately use their reactions, and make a melee or ranged 
  attack with advantage, against a creature of Cordelia’s choice 
  that they can see within range.
  Whirlwind Attack. Cordelia makes melee attacks against any 
  number of creatures within 5 feet of her, with a separate at-
  tack roll for each target.  
   
  
  42
  CHAPTER 4  | CRIMSON ORDER
  Nameia Hagar  
  Nameia Hagar [na-meia, hah-gahr] a female tiefling of 
  Mephistopheles is the head of this division. Herself a 
  product of her parent’s devilish dealings, now master 
  of the arcane arts and a powerful blood mage wizard. 
  Through the discovery of forgotten tomes of blood 
  magic, she managed to become a potent wizard, 
  relatively soon. She has a powerful artifact in her 
  possession, the Philosopher’s Stone, an item that 
  allows her to create perfect simulacrums of herself and 
  grants her immortality while in her possession. Next to 
  no one knows about it, since she is never in the same 
  place as her simulacrums. In this way, she manages to 
  hasten the research and experiments, about creating 
  perfect servants that would allow her to remain safe 
  and would provide extra forces for the organization’s 
  hideouts for her to control. 
     Background. Nameia from a young age never really 
  felt different, even though everyone in her family was 
  human, her mother Diana treated her as cruel and 
  harsh as she was at her older sister, Mae. 
     Diana Hagar a manipulative woman with aspirations 
  only for power and wealth. Married a man, she never 
  loved, only for his status, she even took a devilish offer 
  for greater power, resulting in Nameia's cursed birth 
  and tiefling nature. For her, her husband Almer and 
  her two children were nothing more than pawns that 
  needed to be utilized in their full potential. She was 
  who first involved her whole family with the Crimson 
  Order’s dealings searching for ways to further expand 
  her influence. She put her two children through strict 
  studying and harsh training for years, so they can 
  reach high positions in the organization. Through all 
  this time the two sisters formed a strong bond. With 
  a father too busy to care for and a selfish mother, all 
  they had was each other. The two young girls proved to 
  be powerful mages, in time, Mae was deemed worthy 
  and offered a position in the Crimson Order. That’s 
  when for the first time Nameia had to part ways with 
  her sister. Lonely and angry, with her sister’s absence, 
  like a spoiled child she cried and wished what her 
  sister had. But one should be careful of what they wish. 
  After her older sister taking part in one of the Order’s 
  collective rituals that went wrong, she ended up dying.  
     Nameia’s sorrow quickly became anger. Anger 
  towards her parents and the Order, that were unmoved 
  by their Mae’s death, asserting that her sister was too 
  confident in her magic abilities, that drove her to her 
  demise.  
     Nameia knowing that she wouldn’t find any support 
  from her own family, she dedicated herself to what 
  she was already good at. She studied Sangromancy, 
  climbing slowly but steadily into the Order’s hierarchy 
  until she was crowned with the rank of the Oracle of 
  the Arcane.  
     She knew that if she wanted to take revenge for what 
  has happened to her beloved sister, she needed to 
  demolish the Order from the inside. 
      Nameia found everything she could about 
  Haemnathuun, the elder entity that everyone inside 
  the Order was loyal to. An ancient text was indicating 
  that the body of the dead primordial was lying dead 
  in the Astral Sea. She used her powerful magic to 
  travel to the Astral Sea, to find the body of the Blood 
  Lord. After several days of travel, she found the body 
  of Haemnathuun, turned into astral matter due to 
  its exposure of several millennia in the Astral Sea. 
  After her encounter with several astral Stalkers that 
  were dwelling on top of his body, she managed to 
  remove a piece of crimson stone from the body of 
  the Blood Lord. Later she realized that the stone 
  she had collected, was called a Philosopher’s Stone, 
  augmenting her abilities even further and allowing 
  her to create powerful simulacrums of her. With that 
  power in hand, Nameia created two simulacrums of 
  her, assigning them in her post in the Order, while 
  she travels the Multiverse to gather knowledge that 
  would allow her to take her long-lasting revenge. She 
  has provided both her simulacrums with rings of mind 
  shielding to keep them safe from those that would try 
  to foil her plan. 
     Ideals. Nameia thinks that emotions should not 
  cloud her logical thinking. She believes that knowledge 
  is the path to power and domination. Finally, she is 
  compassionate to those that have suffered. 
     Motives. She wants to take revenge from the Order, 
  by creating an army of powerful constructs, for her 
  beloved sister and bring her back to life once she has 
  ensured that she will be safe.   
     Flaws. Cold and calculative, she became unmoved 
  at the sight of death, due to the countless hours she 
  spent experimenting with corpses. She also finds her 
  monstrous creations brilliant. Lastly, her words are 
  haunting and sharp, invariably insulting her inferiors. 
     Treasure. Nameia owns the philosopher’s stone, a 
  ring of free action and a cloak of displacement.
  
  43
  CHAPTER 4 | CRIMSON ORDER
  Hagar Family portrait
  
  44
  CHAPTER 4  | CRIMSON ORDER
  Nameia Hagar 
  Medium humanoid (tiefling), neutral evil
  Armor Class 14 (17 with mage armor)
  Hit Points 148 (18d8 + 76)
  Speed 30 ft.
  Saving Throws Int +12, Wis +9
  Skills Arcana +19, History +19, Perception +9, Medicine +15
  Damage Resistances fire and ice  
  Damage Immunities poison
  Condition Immunities poisoned, paralysed, restrained 
  Senses darkvision 60 ft., passive Perception 19
  Languages Abyssal, Celestial, Common, Dragonic, Dwarvish, Elv-
  ish, Infernal, Undercommon  
  Challenge 23 (50,000 XP)
  Legendary Resistance (2/Day): If Nameia fails a saving throw she 
  can choose to succeed instead. 
  Ring of Free Action. While Nameia wears this ring, difficult terrain 
  doesn’t cost her extra movement. In addition, magic can neither 
  reduce her speed nor cause her to be paralysed or restrained.
  Cloak of Displacement. Attack rolls have disadvantage against 
  Nameia. If she takes damage, the property ceases to function 
  until the start of her next turn.
  Philosopher’s Stone: The stone has 40 charges, and any of its 
  properties that require a saving throw have a save DC of 20. 
  While attuned to it, Nameia can expand 1 or more charges to 
  cast the following spells, requiring no material components: 
  animate objects (6 charges), bones of earth (7 charges), clone (20 
  charges), creation (7 charges), fabricate (5 charges), heal (10 
  charges), simulacrum (15 charges), transmute rock (6 charges), true 
  resurrection (25 charges), wall of force (6 charges). 
     She also gets the following benefits:
   Nonequivelant Exchange. When Nameia casts a spell that re-
  quires material components, she may ignore that requirement, 
  unless the material has a stated gold value.
  Improved Regeneration. While attuned to the philosopher’s stone, 
  Nameia regains 2d6 Hit Points every 10 minutes, provided that 
  she has at least 1 hit point. If she loses a body part, the philoso-
  pher’s stone causes the missing part to regrow and return to full 
  functionality after 1d6 + 1 days if you have at least 1 hit point 
  the whole time.
  Blood Casting (18 Hit Dice/Half Restored every Long Rest): When 
  the Nameia casts a spell with a spell slot, she can expend two Hit 
  Dice to augment its effects for this casting. She can choose one 
  of the options detailed below:
  •  Amplification. If she rolls damage for the spell when she casts 
  it, she increases the damage against every target by 2d8 necrotic 
  damage. If the spell can deal damage on more than one turn, it 
  deals this extra necrotic damage only on the turn it casts the 
  spell.
  •  Elongation. If the spell’s range is at least 30 feet, it becomes 
  400 feet.
  •  Hinderance. If the spell requires the target to make a saving 
  throw, increase the spell’s save DC by 2, for the initial saving 
  throw.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  18 (+4)
  22 (+6)
  16 (+3)
  18 (+4)
  Life Absorption (2/Short Rest). If the Nameia reduces a creature to 
  0 hit points, she gains 10 temporary hit points.
  Spellcasting. Nameia is a 18th-level spellcaster. Her spellcasting
  ability is Intelligence (spell save DC 20, +13 to hit with spell at-
  tacks). She can cast disguise self and invisibility at will. Nameia 
  has the following spells prepared:
  Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation, ray 
  of frost
  1st level (4 slots): blood puppet, mage armor, magic missile, shield
  2nd level (3 slots): hold person,invisibility, misty step, see invisibility
  3rd level (3 slots): counterspell, dispel magic, blood hound*
  4th level (3 slots): greater invisibility, polymorph, sanguine explosion* 
  5th level (3 slots): acidosis*, geas, wall of force
  6th level (1 slot): chain lightning, globe of invulnerability
  7th level (1 slot): boiling blood*, teleport
  8th level (1 slot): maze, mind blank
  9th level (1 slot): foresight
  *These spells are detailed on the Blood Spells chapter of the book.
     
  Actions
  Blood Beam. Ranged Spell Attack: +13 to hit, reach 120 ft., one 
  target. Hit: 26 (4d12) necrotic damage and Nameia immediately 
  suffers 4 necrotic damage.
  Sigil of Blood (1/Day). Nameia can cast Fire Shield as an action, 
  once without expanding a spell slot.
  Stone’s Empowerment. As an action Nameia can force a human-
  oid within 30 feet of her to make a DC 16 Constitution saving 
  throw, or die and it’s life force is absorbed by the philosopher’s 
  stone, and the stone gains 10 charges. If the target is a caster 
  that is capable of casting spells of 5th level and higher the stone 
  regains 20 charges. Once this property is used, it cannot be used 
  again for 7 days.
  ReActions
  Blood Shield (18 Hit Dice/Half restored every Long Rest): Nameia 
  can spend hit dice and reduce damage by 6 for every hit die 
  spend (maximum of 6 hit die at a time)
   
  LegendARy Actions
  Nameia can take 2 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. Nameia regains 
  spent legendary actions at the start of her turns.
  At-Will Spell. Nameia casts one of her at-will spells.
  Cast Spell (2 actions). Nameia casts one the spells she has  
     prepared but not higher than 5th level.
  LAiR Actions
  When fighting Nameia inside her lair, Nameia can use lair ac-
  tions. On initiative count 20 (losing initiative ties) Nameia takes 
  a lair action to cause one of the following effects; Nameia can’t 
  use the same lair action two rounds in a row:
     • Nameia casts three spells from the list of prepared spells, 
  using spell slots as normal. The spells should be of level 5th or 
  lower. 
     • Nameia casts flesh to stone on all enemies within 60 feet of 
  her. This lair action does not use a spell slot.
     • Nameia casts fire shield on herself. Enemies who strike the 
  shield take 4d8 damage instead of 2d8.
  
  45
  CHAPTER 4 | CRIMSON ORDER
  In a meaningless world, where life is in vain, 
  I offer a fake flower.                          
    
   
   
   
   
  ~Rowley
  Rowley Gunter  
  Rowley Gunter [row-ley gun-ter] a male human noble, 
  is the head of this division. A powerful bard of the 
  college of blood painting. He is a charming individual, 
  that uses force as a last resort to prove his point. When 
  not in the presence of the other Oracles, he can be 
  found in his mansion creating gruesome creations 
  and twisted displays, art to his eyes, while his heralds 
  spread his messages. With him, no interpersonal 
  interaction is left random. He studies his subjects 
  beforehand and he tries to stay two steps ahead. 
  Rowley learns what others’ desires are, their needs, 
  what they most fear, seeing it all as a game that he can 
  win with the right moves. He considers dangerous, a 
  person whom he cannot read and get inside their head, 
  such as his fellow Oracle Nameia, who has managed to 
  keep her affairs hidden from him. 
     Background. Rowley is a self-made man. He grew 
  up in a poor family. His parents could provide him 
  with the bare minimum. The kid was talented with the 
  art of drawing, dreaming his paintings displayed and 
  admired in large galleries in the capital. At the age of 
  five, he met Goddart, a street artist that was able to 
  make his paintings come to life through magic. The 
  little boy was amazed and wished to dedicate his life 
  to attain such skillset. He regularly left his home to 
  find Goddart, so he could learn the ways of his art. He 
  taught Rowley that blood was the catalyst required, to 
  animate his paintings. Experienced crimson painters 
  like Goddart, were able to alter the color and odor of 
  blood to fit their needs.  
     It took little Rowley several years, but by the age of 
  13, he was able to animate his blood painted creations 
  as Goddart did. He kept that knowledge as a secret 
  from his family and focused on selling art pieces he 
  created to wealthy individuals, to help his family get 
  out of poverty.   
     In the following years, Rowley steadily but surely 
  built his reputation as one of the most talented artists 
  of the Realm. Every noble wanted to have one of his 
  art pieces displayed on their residence. At the same 
  time, Rowley approached several individuals that could 
  help him remove any possible competitors from the 
  shadows. Eventually, Rowley managed to create the 
  gallery he always dreamed of.   
     Due to his business, he was drawn towards a 
  mysterious and charming individual that visited his 
  gallery, Galinndan. In his search for powerful members 
  that could join the Crimson Order, he stepped in the 
  doorstep of Rowley’s magnificent art gallery. A place 
  that was overflowing with magical energy quite similar 
  to the one that he was familiar with.  
     Despite their appearance, most of Rowley’s art pieces 
  were animated paintings under his control. The two 
  men, found each other’s interests to fall in line after 
  multiple hours of discussion. 
     In the promise of eternal life and powerful boons, 
  Rowley decided to pledge his service to Galinndan and 
  the Blood Lord. He had all the skills required to bring 
  wealthy nobles to the Order and provide it with the 
  precious insight needed to be ahead of any possible 
  threat. 
     Rowley proved himself worthy of becoming the left 
  hand of Galinndan and created the House of Influence 
  inside the Order. He is the one responsible for 
  choosing if a recruit is trustworthy enough to enter the 
  House of Influence. Despite his charming personality, 
  he takes matters of the Order extremely seriously as he 
  wants to make sure that everything is going according 
  to his plans, while also being beneficial for the Order. 
     Ideals. Rowley believes that he has to protect the 
  Order’s secrets by any means. He also believes that 
  life is cruel. What’s the point in saving people if they’re 
  going to die anyway? Lastly, he finds a dark pleasure in 
  each of his twisted creations. 
     Motives. He desires to leave a legacy of his talent in 
  painting, wanting everyone to remember him as the 
  greatest artist that ever lived.    
     Flaws. He believes the world revolves around him. 
  Every unknown secret is a deadly weakness. Insatiable 
  desire to solve mysteries that caught his attention. He 
  is always complaining about anything, that doesn’t go 
  his way.    
     Treasure. He wears a ring of spell turning, a + 3 
  studded leather disguised to look like fine clothing and 
  a robe of stars.
  
  46
  CHAPTER 4  | CRIMSON ORDER
  Rowley Gunter 
  Medium humanoid (human), lawful evil
  Armor Class 20 (+ 3 studded leather)
  Hit Points 180 (22d8 + 38)
  Speed 30 ft.
  Saving Throws Dex +12, Int +9, Wis+8, Cha +12
  Skills Acrobatics +10, Insight +10,  Perception+10, 
     Performance +16, Persuasion +16
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned  
  Senses passive Perception 19
  Languages Common, Undercommon, Elven, Sylvan, Abyssal
  Challenge 18 (20,000 XP)
  Ring of Spell Turning. While Rowley is wearing the ring, he has 
  advantage on saving throws that target only him (not in an 
  area of effect). In addition, if he rolls a 20 for the save and 
  the spell is 7th level or lower, the spell has no effect on him 
  and instead targets the caster, using the spell slot level, spell 
  save DC, attack bonus, and spellcasting ability modifier of 
  the caster.  
  Robe of Stars. Six stars are located on the robe’s upper front 
  portion. While rowley is wearing this robe, he can use an 
  action to pull off one of the stars and use it to cast magic 
  missile as a 5th-level spell. Daily at dusk, 1d6 removed stars 
  reappear on the robe. 
     He can also use an action to enter the Astral Plane along 
  with everything he is wearing and carrying. He remains there 
  until he uses an action to return to the place he were on. He 
  reappears in the last space he occupied, or if the space is 
  occupied, the nearest unoccupied space. 
  Taunt (5/Day). Rowley can use a bonus action on its turn to 
  target one creature within 30 feet of him. If the target can 
  hear Rowley, the target must succeed on a DC 21 Charisma 
  saving throw or have disadvantage on ability checks, attack 
  rolls, and saving throws until the start of Rowley's next turn.
  Animated Paintings (3/Day). Rowley can cast Animate Objects 
  as an action to animate a painting it has created using its 
  painter’s tools and blood as a paint supply. 
  Blood Marks (6/ Recharges after a Long Rest). As a bonus 
  action, Rowley can place a mark of blood paint, on a target 
  within 5 feet him. When he or an ally of his, hits a target with 
  a blood mark on them, he can trigger the magic of the mark, 
  inflicting 8d6 necrotic damage on the target per blood mark 
  triggered in this way.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  20 (+5)
  18 (+4)
  19 (+4)
  18 (+4)
  22 (+6)
  Sanguine Brush. When Rowley targets a creature that is af-
  fected by his Blood Marks feature, that creature has disad-
  vantage on the saving throw it makes against a spell he casts. 
  Imposing disadvantage to the target in this way, also con-
  sumes one blood mark placed on it. 
  Life Absorption (2/Short Rest). If the Galinndan reduces a crea-
  ture to 0 hit points, he gains 10 temporary hit points. 
  Spellcasting. Rowley is a 20th-level spellcaster. His spellcast-
  ing ability is Charisma (spell save DC 21, +12 to hit with spell 
  attacks). Rowley has the following spells prepared:
  Cantrips (at will): firebolt, friends, mage hand, vicious mockery
  1st level (4 slots): blood puppet*, hex, silent image, sleep 
  2nd level (3 slots): heat metal, hold person, invisibility
  3rd level (3 slots): bestow curse, dispel magic, hunger of hadar
  4th level (3 slots): compulsion, confusion, polymorph
  5th level (3 slots): dominate person,modify memory, scrying
  6th level (2 slots): eyebite, flesh to stone 
  7th level (1 slot): bloodstream domination*
  8th level (1 slot): power word stun
  9th level (1 slot): infernal blood contract *
  *These spells are detailed on the Blood Spells chapter of the book. 
   
  Actions
  Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one tar-
  get. Hit: 10 (1d8 +5) piercing damage.
  LegendARy Actions
  Rowley can take 3 legendary actions, choosing from the op-
  tions below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Rowley 
  regains spent legendary actions at the start of his turn.
  Cast Cantrip. Rowley casts one of his cantrips.
  Cast Spell (2 actions). Rowley casts one the spells he has pre-
  pared but not higher than 5th level.
  Blood Mark. Rowley places a Blood Mark to a creature within 
  5 feet of him.
  Magic Missile. Rowley removes one of the stars from his robe 
  and casts magic missile as a 5th-level spell.
  LAiR Actions
  When fighting Rowley inside his lair, Rowley can use lair 
  actions. On initiative count 20 (losing initiative ties) Rowley 
  takes a lair action to cause one of the following effects; Row-
  ley can’t use the same lair action two rounds in a row:
     • Rowley casts animate objects as a 8th-level spell,  
  targeting paintings that he has created with blood. If he casts 
  the spell using this feature, the spell requires no  
  concentration.  
     • Rowley regains all uses of Blood Marks feature.
     • Rowley casts mass suggestion without expending a spell 
  slot.
  
  47
  CHAPTER 4 | CRIMSON ORDER
  Seer Sanctorum  
  Galinndan Lathalas, [ga-linn-dan lath-al-as] referred 
  to by different titles such as the Blood Monarch, the 
  Red Duke or most commonly known as the Seer 
  Sanctorum, is the head of the Crimson Order. He is 
  a male high elf warlock of the Blood Lord and the 
  founder of the Crimson Order. Galinndan lost his 
  family at an early age due to the invasion of a tyrannic 
  human dynasty in his hometown. Desperate for power 
  to avenge his family, the Blood Lord offered Galindan 
  powers he could not resist. He left his society, in search 
  of people with similar abilities as his. It took years, but 
  he managed to gather powerful individuals that could 
  assist his cause.       
     Galinndan learns the Blood Lord’s will constant 
  through visions. He envisions eternal life, once 
  Haemnathuun gets resurrected. 
     Background. Galinndan grew up in a remote 
  high-elven society. Most of the elves in his town 
  excelled in elven magic and combat training. 
  Galinndan lacked such values. In defiance of his 
  lacking qualities, Galinndan had a very charming and 
  dynamic personality, trying to stand up for others 
  even though he was not treated back the same way. 
  His mother Althaea was the one that was supportive 
  and encouraging with him, while his father Thamior 
  reminded him that proper training could provide him 
  with results he was seeking. Despite his numerous 
  attempts to improve he ended up failing horribly. 
  Everyone considered him a disgrace to their society.  
     He started to feel desperate about his incompetence. 
  Despite his innumerable attempts, he couldn't learn 
  anything above common spells. That’s when he started 
  envisioning a barren place of other-dimensional 
  nothingness, were in the middle of the nothingness 
  stood a mountain of a scarlet stone in the shape of a 
  four-armed giant. Confused about the visions he had, 
  Galinndan started searching for resources about the 
  place he dreamed of. From the sources available in his 
  town, he found out that the place he envisioned was 
  the Astral Plane. As for the four-armed crimson giant, 
  there was no information found. 
     Several years later, life was about to get even worse 
  for Galinndan. A tyrannical human empire declared 
  war against the elves and shortly after sent forces to 
  conquer the elven town. Galinndan’s parents, as proven 
  warriors along with most of the population of the town, 
  got ready to repel the intruders. Despite their superior 
  skills, the elves were outnumbered.  
  Galinndan stood frozen as the human army was 
  storming through the city’s gates and his people getting 
  slaughtered. The moment he saw his parents getting 
  surrounded, that’s when Haemnathuun reached 
  Galinndan, offering him abilities he was unable to 
  attain all those previous years, as long as he would 
  dedicate himself to revive him. Desperate and starving 
  for power, Galinndan made a pact with the Blood Lord. 
  He turned pale and grim, as eldritch energy overflowed 
  his frail body. Beams of necrotic energy blasted from 
  his hands striking those that attacked his loved ones. 
  For the first time, Galinndan felt powerful. But even 
  with his newfound abilities, he was unable to change 
  fate. His family got slaughtered in front of his eyes. 
  He realized that even if he continued to fight, his end 
  would be certain, so he decided to flee to save his life.  
     Completely alone, all he was left with were the 
  omens of his newfound patron. Haemnathuun urged 
  him, through visions, to find more people to join his 
  cause, so he could grant them similar gifts as he did 
  with Galinndan. At this point, the idea of the Crimson 
  Order was born. A cult dedicated to the Blood Lord, 
  seeking to unveil the secrets of blood magic while 
  gathering the necessary members and resources that 
  would assist with Haemnathuun’s revival.  
     Ideals. Galinndan seeks to prove himself worthy of 
  Haemnathuun’s favor, wanting to revive him in return 
  to the powers that were given to him. He tries to help 
  those that were shunned by society, offering them a 
  new beginning as followers of the Blood Lord. 
     Motives. He wants to create a strong clergy for the 
  Blood Lord, to perform the ritual needed to revive him. 
  Besides, he wants to take revenge from the kingdom 
  that destroyed massacred the people of his town.    
     Flaws. When his patron gives him omens, he blindly 
  believes them. Also, he has become obsessed with 
  the resurrection of the blood lord to the detriment of 
  everything else in his life. 
     Treasure. Galinndan is wearing a black robe of the 
  archmagi, a +3 rod of the Blood Lord (functions as a 
  rod of the pact keeper but with added powers) and a 
  ring of evasion.
  
  48
  CHAPTER 4  | CRIMSON ORDER
  Galinndan, the Red Duke
  
  49
  CHAPTER 4 | CRIMSON ORDER
  Galinndan Lathalas
  Medium humanoid (high elf), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 253 (22d10 + 132)
  Speed 30 ft., fly 30 ft.(hover)
  Saving Throws Dex +11, Con+12, Wis +11, Cha +13
  Skills Deception +13, Insight +11, Intimidation +13, 
     Persuasion +13
  Damage Resistances poison
  Damage Immunities necrotic
  Condition Immunities blinded, charmed, deafened, 
     frightened, petrified, stunned
  Senses truesight 120ft., passive Perception 19
  Languages all, telepathy 60 ft.
  Challenge 24 (62,000 XP)
  Legendary Resistance (3/Day): If Galinndan fails a saving 
  throw he can choose to succeed instead.
  Fey Ancestry. Galinndan has advantage on saving throw 
  against being charmed, and magic can’t put Galinndan to 
  sleep.
  Fey Teleportation. Galinndan can cast misty step without 
  expanding a spell slot.
  Life Absorption (2/Short Rest). If the Galinndan reduces a crea-
  ture to 0 hit points, he gains 10 temporary hit points.
  Crimson Mantle. Galinndan is surrounded by a thin crimson 
  aura while he isn’t incapacitated. He has immunity to the 
  frightened condition and immunity to necrotic damage.
  Magic Resistance. Galinndan has advantage on saving throws 
  against spells and other magical effects.
  Evasion. If Galinndan is subjected to an effect that allows him 
  to make a Dexterity saving throw to take only half damage, 
  Galinndan instead takes no damage if he succeeds on the 
  saving throw, and only half damage if he fails.
  Blood Lord Skin. While the Galinndan isn’t wearing any armor, 
  its AC equals 13 + its Constitution modifier.
  Crimson Blood Resilience. Galinndan does not age and cannot 
  be aged magically. He doesn’t need to sleep either. Instead 
  of sleeping he enters a trance like state for 4 hours in which 
  it is aware of its surroundings. 
  Innate Spellcasting. Galinndan's innate spellcasting ability is 
  Charisma. He can innately cast the following spells (spell 
  save DC 23), requiring no material components.
  At will: disguise self, levitate(self only), silent image, speak with    
     dead, firebolt
  1/day each: foresight, glibness, boiling blood*, mass suggestion
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  18 (+4)
  22 (+6)
  19 (+4)
  18 (+4)
  24 (+7)
  Spellcasting. Galinndan is a 20th-level spellcaster. His spell-
  casting ability is Charisma (spell save DC 23, +15 to hit with 
  spell attacks). He regains his expended spell slots when he 
  finishes a short or long rest. He knows the following warlock 
  spells: 
  Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, 
  minor illusion, prestidigitation, shocking grasp
  1st-5th level (4 5th-level slots): armor of Agathys, arms of Hadar, 
  bestow curse, blight, crown of madness, clairvoyance, counterspell, 
  dominate person, greater invisibility, inflict wounds, polymorph, 
  scrying. 
    
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 10 (1d6 +7) piercing damage. If Galinndan reduces a 
  creature to 0 hit points with this attack, he regains 20 hit 
  points.
  Blood Infestation (1/Day). When Galinndan hits a creature 
  with a bite attack, he can assume a blood form and infest 
  the target’s body. While in that form, he has resistance to all 
  damage expect cold damage and cannot be targeted directly 
  with spells or attacks. If the target dies early before he leaves 
  its body, he reverts back to his original form. 
     At the end of his next turn, he leaves the hosts body over-
  flowing the neural system with unbearable pain. If the target 
  is not an undead or construct, it suffers 10d10 necrotic dam-
  age. If the target is reduced to 0 hit points, Galinndan regains 
  40 hit points.
  Rod of the Crimson One. The rod has 7 charges. While holding 
  the rod, Galinndan can use an action to expend 1 charge to 
  target a creature that he can see within 60 feet of him. The 
  target must succeed on a DC 23 Constitution saving throw 
  or be cursed. While cursed in this way the target can’t regain 
  hit points and has vulnerability to necrotic damage. A greater 
  restoration, remove curse or similar spell ends the curse on the 
  target.
  LegendARy Actions
  Galinndan 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. 
  Galinndan regains spent legendary actions at the start of his 
  turn.
  Cast Cantrip. Galinndan casts one of his cantrips.
  Cast Spell (2 actions). Galinndan casts one the spells he has 
  prepared but not higher than 5th level.
  Blood Infestation. Galinndan uses his Blood Infestation if it is 
  available.
  Regain Spell Slot. Galinndan uses the property of the Rod of 
  the Crimson one and regains an expended spell slot.
  LAiR Actions
  When fighting Galinndan inside his lair, Galinndan can use 
  lair actions. On initiative count 20 (losing initiative ties) 
  Galinndan takes a lair action to cause one of the following 
  effects; Galinndan can’t use the same lair action two rounds 
  in a row:
     • Galinndan summons a Blood Fiend. Roll iniative for the 
  blood fiend, which has its own turn. The Blood Fiend is 
  friendly towards Galinndan and his companions. 
     • Galinndan can cast a cantrip he has prepared at each 
  enemy he can see within 90 feet of him.
     • Galinndan casts power word: stun to an enemy he can see 
  within range.
  
  50
  CHAPTER 4  | CRIMSON ORDER
  Chapter 5: Magic Items
  
  51
  CHAPTER 5 | TREASURES
  Magic Items
  Magic items are gleaned from the hoards of conquered 
  monsters or discovered in long-lost vaults. Such 
  items grant capabilities a character could rarely 
  have otherwise, or they complement their owner’s 
  capabilities in wondrous ways.
  Magic Items A-Z
  Magic items are presented in alphabetical order. A magic 
  item’s description gives the item’s name, it’s category, it’s 
  rarity and it’s magical properties.
  Armor of the Blackguard 
  Armor (plate), rare (requires attunement)
  This black polished plate armor is made from ores found 
  in the Nine Hells and was stolen from the treasury of 
  Mammon.  
     As soon as the user attunes to the armor, blood tendrils 
  pierce your body, attaching with your nervous system and 
  becoming one with your nervous system.   
     While wearing this armor, you gain the following 
  benefits:
  ·  The armor doesn’t impose disadvantage on your 
  Dexterity (Stealth) checks.
  ·  The armor grants resistance to fire damage.
  ·  The armor grants advantage on Charisma (Intimidation) 
  checks. 
    Curse. This armor is cursed by Mammon himself. 
  Whenever you try to don off the armor you have to make a 
  DC 16 Constitution saving throw, taking 100 (10d10 +45) 
  necrotic damage on a failed save, or half as much on a 
  successful one. Only a wish spell can remove the armor’s 
  curse. 
  Blood Lord’s Scimitar
  Weapon (scimitar), legendary (requires attunement)
  The blade of this scimitar was made from one of the 
  claws of Haemnathuun, the Blood Lord, enabling it to cut 
  even the hardest substances.  
     You have a +3 bonus to attack and damage rolls made 
  with this magical weapon. The blade is also made from 
  adamantine.
    The scimitar’s base damage is 2d6 instead of 1d6. 
    Blessing of the Blood Lord. Undeads have difficulty 
  harming you. If an undead target you directly with an 
  attack or a harmful spell, that creature must make a DC 
  16 Wisdom saving throw. On a failed save, the creature 
  must choose a new target or forfeit targeting someone 
  instead of you, potentially wasting the attack or spell. On 
  a successful save, the creature is immune to this effect for 
  24 hours. An undead is also immune to this effect for 24 
  hours if you target it with an attack or a harmful spell.
  Blood lord's scimitar
  armor of the Blackguard
  
  52
  CHAPTER 5  | TREASURES
     Dance of Death. Once per day, you can cast Danse 
  Macabre from the blade without requiring to concentrate 
  on the spell. Expanded use of this property refreshes daily 
  at dawn.  
     Touched by Death. When you attune to the weapon 
  you gain resistance to necrotic damage while holding 
  the weapon. If you already have resistance to necrotic 
  damage, you gain immunity to necrotic damage. 
  Blood Rose Whip 
  Weapon (whip), rare (requires attunement by a bard)
  A long dark whip that is covered in red thorns and has a 
  deep crimson rose at the bottom of the handle.
     You have a +2 bonus to attack and damage rolls made 
  with this magic weapon. 
     The whip deals 2d4 piercing damage on a hit. Once 
  per turn, when you hit a creature using this whip, the 
  target has to make a DC 14 Dexterity saving throw, or 
  be grappled. While grappled the creature suffers 2d4 
  piercing damage at the start of each of its turns, unless it 
  uses an action to get free from the grapple.
  Blood Symbiote 
  Weapon (any melee weapon that lacks the heavy and reach 
  property), legendary (requires attunement)
  An ever-changing weapon created by the combination of a 
  mimic with the remnants of a gibbering mouther. 
     You have a +2 bonus to attack and damage rolls made 
  with this magical weapon. 
     As a bonus action, you can speak the weapons 
  command word to cause the weapon to reshape itself to 
  any other weapon you have proficiency with. The weapon 
  must be a melee weapon that lacks the reach and heavy 
  properties.  
     Consuming Bites. Once per long rest, as an action, you 
  can channel the spirit of the gibbering mouther and set it 
  into fury. Make an attack roll against a creature you can 
  see within 30 feet of you. Teeth emerge from the weapon, 
  while it stretches like a tendril and attacks the creature. 
  On a hit, the target takes 7d6 piercing damage (the 
  damage is considered magical). If the target is Medium 
  or smaller, it must succeed on a DC 17 Strength saving 
  throw or be knocked prone. If the target is killed by this 
  damage, it is absorbed into the weapon and you regain hit 
  points equal to your level.  
     Limb Replacement. If you are missing a limb, you can 
  graft the weapon your body in the place of the missing 
  limb by forcefully inserting it into your body. If you do 
  so the weapon changes and reforms itself to match the 
  shape of the missing limb (although it keeps its alien 
  characteristics). If you do so, you can your proficiency 
  bonus to any Strength (Athletics) checks when using the 
  respective limb, or double your proficiency bonus if you 
  are already proficient with it. When you use this property, 
  you can still alter your limb’s form, turning it into the 
  appropriate weapon of your choice.
  Blood rose Whip
  Blood symBiote
  
  53
  CHAPTER 5 | TREASURES
    Curse. This weapon is cursed, and becoming attuned to 
  it extends the curse to you. As long as you remain cursed, 
  you are unwilling to part with the weapon, keeping it 
  within reach at all times. Additionally, if you have replaced 
  one of your limbs using the property of the weapon, you 
  are unable to remove the weapon. Even if you lose the 
  limb, the weapon regenerates to the form it has replaced 
  after 1d4 rounds. Only a 9th level dispel evil and good, or 
  a wish spell can remove the curse.  
  Cleaver of Gruesome Wounds  
  Weapon (battleaxe), uncommon (requires attunement)
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. 
     When you Attack a creature with this weapon and roll 
  a 20 on the attack roll, you open a bleeding wound on 
  the target. The creature takes an additional 2d4 necrotic 
  damage at the start of each of its turns. The wound 
  closes when the creature receives magical healing or if 
  it succeeds on a DC 15 Constitution saving throw at the 
  end of its turn.
  Crimson Tome
  Wondrous item, legendary 
  This tome contains information and incantations nec-
  essary to make a particular types of golems. The DM 
  chooses the type or determines it randomly. To decipher 
  and use the manual, you must be a spellcaster with at 
  least two 5th-level Spell Slots. A creature that can’t use 
  the crimson tome and attempt to read it takes 6d8 
  necrotic damage.
  d12
  Golem Type
  Time
  Cost
  1-3
  Blood Golem
  30 days
  50,000 gp
  4-6
  Brain Golem
  60 days
  65,000 gp
  7-10
  Hellfire Golem
  90 days
  120,000 gp
  11-12
  Demonflesh Golem
  100 days
  130,000 gp
     To create a golem variation, you must spend the time 
  shown in table, working without interruption with the 
  manual at a hand and resting no more than 8 hours per 
  day. You must also pay the specified cost to purchase sup-
  plies.  
     Once you finish creating the golem, the book is con-
  sumed in hellish flames. The golem becomes animated 
  when the ashes of the manual are sprinkled on it. It is 
  under your control, and it understands and obeys your 
  spoken commands. 
  Dagger of Sacrifice  
  Weapon (dagger), legendary (requires attunement by a 
  spellcaster)
  You have a +2 bonus to attack and damage rolls made 
  with this magical weapon. 
     Equal Sacrifice. This weapon can be used as a spell-
  casting focus. As an action, you can cast a spell that 
  you have prepared without expending a spell slot. After 
  casting the spell, the dagger saps a portion of your life 
  force. You immediately suffer 1d8 necrotic damage 
  multiplied by the level of the spell you cast. For example, 
  if you are a 13 level spell caster and you cast finger of 
  death using the dagger’s property, you immediately suffer 
  7d8 necrotic damage.  
     Once you use this property you have to complete a short 
  rest in order to use it again. 
     This item’s ability cannot be used by the undead, or 
  anyone immune to necrotic damage.
  Glove of Infernal Flames  
  Wondrous item, very rare (requires attunement by a spell-
  caster)
  You have a +3 bonus to spell attack rolls while wearing 
  this glove. 
     Fiery Affinity. Whenever you cast a cantrip, you can add 
  your Charisma modifier to the damage.  
     Infernal Soul. While wearing this glove, you have 
  resistance to fire damage. You can also understand 
  Draconic and Infernal. 
  The glove has 8 charges. The user can expend a number 
  of charges to cast Aganazzar’s Scorcher. Each charge 
  expended increases the level of the spell by one.   
     You can also expend 4 charges to cast conjure minor 
  elementals (fire only).  
     Curse. The glove is cursed and becoming attuned 
  to it extends the curse to you. Belakzaar, a pit fiend is 
  trapped inside the glove. It can speak telepathically to you 
  telepathically and transmit emotions. Once you become 
  attuned to the glove, only an 8th-level remove curse or 
  higher would set Belakzaar free and allow you to remove 
  the glove. Belakzaar is aggressive, towards you and your 
  allies, but won’t kill you unless you return it to the Nine 
  Hells where it belongs. 
  Hematic Sacrifice Shield  
  Armor (shield), very rare (requires attunement)
  The front of this shield is sculpted to depict a demonic 
  face thirsting for blood. 
     You have a +1 bonus to AC while you wield this shield. 
  This bonus is addition to the shield’s normal bonus to AC. 
     When a creature you can see within 5 feet of you takes 
  damage, you can use your reaction to take that damage, 
  instead of the creature taking it. When you do so, damage 
  type changes to necrotic.   
     Hematic Sacrifice. Once per long rest, while holding 
  the shield, you can cast circle of death (save DC 17), 
  requiring no material components. Before using this 
  ability you can choose to offer a portion of your vitality to 
  the shield in order to enhance the potency of the spell. 
  You immediately suffer 5d6 necrotic damage and the 
  targets of your Hematic Sacrifice make their saving throw 
  with disadvantage. 
  
  54
  CHAPTER 5  | TREASURES
  Headsplitter   
  Weapon (maul), legendary (requires attunement)
  This unique adamantine maul was specifically made for 
  the Oracle of Blood to use. It can be used only by a Medi-
  um or larger creature has a Strength of 19 or higher. The 
  mauls damage is equal to 3d6 + the wielder’s Strength 
  modifier. It also has a reach of 10 feet. 
     You have a +3 bonus to attack and damage rolls made 
  with this magical weapon. In addition, the weapon ig-
  nores resistance to bludgeoning damage. The shield spell 
  provides defense against the maul, which passes through 
  the spell’s barrier of magical force. 
    Crushing Ground Strike. The maul has 3 charges. 
  As an action, you can expend 1 or more of the weapon’s 
  charges to crush the ground in front you. When you do, 
  sharp pieces of rock erupt from the ground in a 30 feet 
  cone in front of you. Each creature in the cone must suc-
  ceed on a DC 18 Dexterity saving throw or take bludgeon-
  ing damage equal to 3d8 per charge spent. If the saving 
  throw fails by 5 or more, the creature is also knocked 
  prone. If you expend all 3 of the weapon’s remaining 
  charges in this way, the attack deals an extra 3d8 blud-
  geoning damage and creatures take half damage on a 
  successful save instead of none at all. 
     Devastating Blow. When you attack a creature with 
  this weapon and roll a 20 on the attack roll, the creature 
  suffers an additional 5d6 points of bludgeoning damage 
  from the hit.    
  Katana of the Blood Moon  
  Weapon (longsword), legendary (requires attunement)
  This weapon belonged to Horio a human samurai known 
  for his outstanding skill with the sword. Horio managed 
  to intercept a werewolf incursion to his village while leav-
  ing his last breath a few feet outside the main gate. 
      You have a +2 bonus to attack and damage rolls made 
  with this magic weapon. This longsword also has the 
  finesse property, due to the mithral used to create it. 
    Blood Moon Strike. Once per long rest, you can speak 
  the weapon’s command word, no action required, and 
  the next attack you make with the weapon deals an extra 
  damage die. You can use this property only at night. 
     Fiery Night. The weapon has 3 charges that recharge 
  daily at dawn. You can expend up to 3 charges to cast 
  Searing Smite. Each charge spent increases the spell’s 
  level by one, to a maximum of three. 
     Crimson Dance. When you hit a creature with an at-
  tack using this sword, you can channel your own life force 
  into the blade allowing you to momentarily surpass your 
  limits. You immediately suffer 2d12 necrotic damage and 
  you can make two additional weapon attacks as a bonus 
  action. If you are reduced to 0 hit points using this prop-
  erty of the sword, you die and your soul enters the sword, 
  unless it already houses a soul. You can remain in the 
  sword or depart for the afterlife. As long as your soul is in 
  the sword, you can telepathically communicate with any 
  creature attuned to it. A user can’t prevent this telepathic 
  communication.
  katana of the Blood moon
  headsplitter
  
  55
  CHAPTER 5 | TREASURES
  Philosopher’s Stone
  Wondrous item, artifact (requires attunement by a sorcerer, 
  warlock or wizard)
  The philosopher’s stone is a translucent red object, gener-
  ally in the form of either a crystal or a fluid with a very 
  high surface tension. It contains the souls of many people, 
  it absorbed through the use of blood magic.
     You can attune to the philosopher’s stone instanta-
  neously requiring no action. While attuned to the philoso-
  pher’s stone, you no longer age (neither through magical 
  means), and you become immune to poison and disease. 
     The philosopher’s stone has 40 charges, for the follow-
  ing properties. The philosopher’s stone regains 3d6 +4 
  expended charges when it absorbs the life force of a hu-
  manoid, that is incapacitated but not dead. If you expend 
  the last charge, roll a d20. On a 1, the philosopher’s stone 
  loses its magical properties. On a 20, the philosopher’s 
  stone regain 1d6 + 2 charges.
     Spells. You may expand 1 or more charges to cast the 
  following spells, requiring no material components, us-
  ing your spell save DC and Spellcasting ability: animate 
  objects (6 charges), bones of earth (7 charges), clone (20 
  charges), creation (7 charges), fabricate (5 charges), heal 
  (10 charges), simulacrum (15 charges), transmute rock 
  (6 charges), true resurrection (25 charges), wall of force 
  (6 charges).
     Nonequivelant Exchange. When you cast a spell that 
  requires material components, you may ignore that re-
  quirement, unless the material has a stated gold value.
     Improved Regeneration. While attuned to the philoso-
  pher’s stone, you regain 2d6 Hit Points every 10 minutes, 
  provided that you have at least 1 hit point. If you lose a 
  body part, the philosopher’s stone causes the missing part 
  to regrow and return to full functionality after 1d6 + 1 
  days if you have at least 1 hit point the whole time.
     Improved Simulacrum. When you cast simulacrum us-
  ing the philosopher’s stone, you may choose to make the 
  simulacrum a creature whose challenge rating is equal 
  to your level or lower. The creature is composed of blood, 
  it has the ability to learn, and it can regain hit points 
  and spell slots normally. The simulacrum has the same 
  personality as their creator, but there’s a thirty percent 
  chance that the simulacrum develops its own personality. 
     The simulacrum has the improved regeneration proper-
  ty and it’s immune to poison and disease. If it dies it turns 
  into a small pool of blood.
     Stone’s Empowerment. As an action you can force a 
  humanoid within 30 feet of you to make a DC 16 Consti-
  tution saving throw, or die and it’s life force is absorbed by 
  the stone, and the stone gains 10 charges. If the target is 
  a caster that is capable of casting spells of 5th level and 
  higher the stone regains 20 charges. Once this property is 
  used, it cannot be used again for 7 days.
  philosopher's stone 
  crimson tome
  rod of the crimson one 
  
  56
  CHAPTER 5  | TREASURES
  Rod of the Crimson One
  Rod, artifact (requires attunement by a warlock)
  This black and crimson rod is made from the crystallized 
  body of Haemnathuun. A fragment of the Blood Lord’s 
  essence is trapped inside. 
     While holding this rod, you gain a +3  bonus to spell at-
  tack rolls and to saving throw DCs of your warlock spells.
     In addition, you can regain 1 warlock spell slot as an 
  action while holding the rod. You can use this property 
  twice before you finish a long rest.
  Beneficial Properties. While the rod is on your person 
  you gain the following benefits:
     · Your gain proficiency with Constitution saving throws. 
     · You can’t be blinded, charmed, deafened, frightened, 
  petrified or stunned
     Invoke Curse. The Rod of the Crimson One has 7 
  charges and regain 1d4 +3 expended charges daily at 
  dawn. While holding the rod, you can use an action to ex-
  pend 1 charge to target a creature that you can see within 
  60 feet of you. The target must succeed on a Constitution 
  saving throw (using your spell save DC) or be cursed. 
  While cursed in this way the target can’t regain hit points 
  and has vulnerability to necrotic damage. A greater resto-
  ration, remove curse or similar spell ends the curse on the 
  target. 
     The Crimson One. The bodiless essence of Haem-
  nathuun empowers the rod. Each time a creature expands 
  any of the rod’s charges there is a 50 percent chance that 
  the essence of the Blood Lord tries to possess the rod’s 
  wielder. The wielder must succeed on a DC 20 Charisma 
  saving throw or becoming an NPC under the DM’s con-
  trol. A cultist of Haemnathuun is immune to this property 
  of the rod. 
     Destroying the Rod.  A creature in possession of the 
  rod can use an action to break it over one knee or a solid 
  surface. The rod is destroyed and releases its dread-
  ful  magical energy in an explosion that expands to fill a 
  30-foot-radius sphere centred on it. Each creature in the 
  area must make a DC 18 Dexterity saving throw, taking 
  132 (24d10) necrotic damage on a failed save or half as 
  much damage on a successful one. This damage cannot 
  be reduced by any other abilities.
  Sanguine Claws 
  Weapon (sickle), very rare 
  A pair of tekko-kagi, four iron blades like bear claws at-
  tached to a metal ring. The blades are made from ada-
  mantine. Deadly weapons in the hands of a monk. 
     You have a +2 bonus to attack and damage rolls made 
  with this pair of magical weapons. The weapons are con-
  sidered monk weapons. 
     Tearing Strike. Whenever you hit a creature with both 
  of your attacks granted by your Flurry of Blows feature, 
  while using these weapons, the target suffers vulnerability 
  to your next attack against it. 
  Vial of the Sorcerous Lineage
  Potion, very rare 
  This vial contains the blood of a powerful sorcerer who 
  belonged to an ancient magical generation. The lineage 
  is extinct, but his blood contains a portion of his powers. 
  When you drink this vial, roll 1d6 on the table below to 
  determine the effect that it has on you.
  D6
  Result
  1
  Your Constitution score increases by 2.
  2
  You learn the sacred flame cantrip and you can cast 
  it innately. Your spellcasting ability when casting the 
  spell is Charisma.  
  3
  Your Charisma score increases by 2.
  4
  You learn the spiritual weapon spell and you can cast 
  it innately once per day at its lowest level. Your spell-
  casting ability is Charisma.
  5
  You gain resistance to radiant damage. If you are 
  already resistant to radiant damage, you gain im-
  munity.
  6
  You sprout a pair of spectral wings from your back, 
  gaining flying speed equal to your current speed.
  sanguine claWs
  Vial of the sorcerous lineage 
  
  57
  CHAPTER 6 | BESTIARY
  Chapter 6: Bestiary
  
  58
  CHAPTER 6 | BESTIARY
  W
  ithin this bestiary, you will find game 
  statistics and lore for monsters suit-
  able for any D&D campaign, including 
  old favourites from past editions of 
  the game as well as original creations. 
  Among those are the Carnage Demon, 
  the Pananggal and the Sanguine Drinker.
    
  Many of the monsters, old and new alike, are ideal for 
  with earlier chapters if this book. For instance the 
  blood themed monsters, demons and undead that are 
  presented here, can add up to the flavour of a cam-
  paign concerning the established or newfound blood 
  magic.  
  This chapter is a continuation of the Monster Manual 
  and adopts a similar presentation. If you are unfamiliar 
  with the monster stat block format, read the introduc-
  tion of the Monster Manual before proceeding further. 
  It explains stat block terminology and gives rules for 
  various monster traits-information that isn’t repeated 
  here. 
     As with the monsters in the Monster Manual, we’ve 
  tried to capture the essence of each creature and focus 
  on those traits that make it unique or that encourage 
  DMs to use it. You can do what you will with those 
  monsters and change their lore to suit your game. 
  Nothing said here is meant to curtail your creativity 
  The creatures in this bestiary are organized alphabeti-
  cally. The Appendix provides generic NPCs whose 
  statistics can be customized to fit your campaign.
  Abyssal Scavengers
  Abyssal scavengers are thought as vermins in the 
  Abyss- a reputation that inspires these horrors to seek 
  easy hunting grounds in the mortal world. Creating 
  strength in numbers, a pack of abyssal scavengers 
  can quickly lay waste to even the largest humanoid 
  settlements. 
     Savage Beasts. Like all demons, abyssal scavengers 
  live to destroy. In contrast to most of their kind, they 
  consume the creatures they kill to spawn hatchlings. 
  In the Abyss, their numbers are kept in check by the 
  voracious appetites of more powerful demons. An 
  infestation of scavengers in the Primal Plane can 
  quickly multiply to overwhelm even large humanoid 
  settlements. 
     These creatures are also known for a deadly side 
  effect of their insatiable appetites. Each scavenger 
  carries a mote of the raw essence of the Abyss within 
  it. If significant numbers of scavengers gather close to 
  one another, their abyssal essence can consume them, 
  leaving a temporal gate to the Abyss in its wake. Such 
  gates do not last for long, but they can touch any layer 
  of the Abyss. 
  Abyssal Scavenger 
  Small demon, chaotic evil
  Armor Class 15  
  Hit Points 34 (6d8 + 6)
  Speed 40 ft.
  Skills Acrobatics +6, Stealth +6 
  Damage Resistances acid, cold, fire
  Condition Immunities frightened, poisoned
  Senses darkvision 60ft., passive Perception 12
  Languages -
  Challenge 2 (450 XP)
  Keen Hearing and Smell. The abyssal scavenger has 
  advantage on Wisdom (Perception) checks that rely on 
  hearing or smell.
  Death Shriek. When an abyssal scavenger is reduced to 0 hit 
  points, it unleashes an echoing shriek, which can be heard 
  100 feet away. Every abyssal scavenger that can hear the 
  shriek, makes a frenzied claw attack, as a reaction. 
  Pack Tactics. The abyssal scavenger has advantage on an 
  attack roll against a creature if at least one of the abyssal 
  scavenger’s allies is within 5 ft of the creature and the ally 
  isn’t incapacitated. 
  Actions
  Frenzied Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage and any other 
  abyssal scavenger within 5 feet of the target, can move 
  up to 10 feet as a reaction without provoking attacks of 
  opportunity. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  16 (+3)
  12 (+1)
  3 (-4)
  13 (+1)
  10 (+0)
  
  59
  CHAPTER 6 | BESTIARY
  Angel of Decay
  Angels of decay are a manifestation of planetary 
  cancer, the dead slain by pollution and corruption 
  coughed up from the ground to walk again and spread 
  the rot that killed them. Angels of decay despise all 
  living things and leave a trail of death and disease 
  in their wake. Their universal nihilism makes them 
  enemies of nearly everything, although lesser undead 
  may venerate them as saints and daemons may assist 
  their crusades. An angel of decay stands 11 feet tall 
  and weighs 250 pounds.  
     Creations of Orcus. The angels of decay were 
  created as a mockery of, and possibly from, the legion 
  of true angels sent against the demon lord Orcus at a 
  time when he traveled the layers of the Abyss. Many of 
  the creatures who escaped his service kept alive their 
  lust for misery.
  Angel of Decay
  Large undead, chaotic evil
  Armor Class 17  
  Hit Points 247 (26d10 + 104)
  Speed 30 ft., fly 60 ft.
  Damage Immunities necrotic, poison
  Damage Resistances bludgeoning, piercing and slashing 
     from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened,     
     paralysed, poisoned, unconscious
  Senses darkvision 60ft., passive Perception 14
  Languages -
  Challenge 15 (13,000 XP)
  Magic Resistance. The angel of decay has advantage on 
  saving throws against spells and other magical effects.
  Rotting Aura. A living creature that starts its turn within 10 
  feet of an angel of decay must make a DC 17 Constitution 
  saving trow. On a failed save, the creature takes 13 (3d8) 
  necrotic damage, and the angel of decay regains hit points 
  equal to the damage taken.
  Turn Resistance. The angel of decay has advantage on saving 
  throws against any effect that turns undead.
  Actions
  Multiattack. The angel of decay makes two rotting claw      
  attacks.
  Rotting Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) 
  necrotic damage. If the target of the attack is a creature 
  other than an undead or construct, it must succeed on a 
  DC 17 Constitution saving throw or take 9 (2d8) necrotic 
  damage at the start of each of its turns due to a rotting 
  wound. Each time the angel of decay hits the wounded 
  target with an attack , the necrotic damage dealt by the 
  wound increases by 9 (2d8). The wound closes if the target 
  receives magical healing or is targeted by a lesser restoration 
  or similar spell.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  18 (+4)
  18 (+4)
  19 (+4)
  16 (+3)
  This hulking creature stands twice as tall as a 
  human, its skeletal frame shrouded in thousands 
  of strips of rent flesh. A pair of tattered wings 
  stretches from its shoulders, shadowing its leering 
  features. Rivulets of liquid corruption stream from 
  its body, filling the air around it with a sickening 
  miasma and leaving a trail of filth behind it.
  
  60
  CHAPTER 6 | BESTIARY
  Abyssal Rotfiend
  Large undead, chaotic evil
  Armor Class 23 (natural armor)  
  Hit Points 281 (23d10 + 75)
  Speed 30 ft., fly (hover) 30 ft.
  Damage Resistances cold, fire, necrotic, bludgeoning, 
     piercing and slashing from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened,     
     paralysed, poisoned
  Senses truesight 120ft., passive Perception 17
  Languages Common, Abyssal
  Challenge 17 (18,000 XP)
  Abyssal Field. Demonic aura emanates within 30 feet of 
  the abyssal rotfiend. Teleportation and planar travel fail to 
  work in the aura, whether the aura is the destination or the 
  departure point for such magical travel. A portal to another 
  location, world, or plane of existence, as well as an opening 
  to an extradimensional space such as that created by the 
  rope trick spell, temporarily closes while in the aura.
  Turn Resistance. The abyssal rotfiend has advantage on saving 
  throws against any effect that turns undead.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  20 (+5)
  25 (+7)
  18 (+4)
  19 (+4)
  27 (+8)
  Abyssal Rotfiends
  Abyssal rotfiends are demons of despair and madness, 
  dark souls wrapped in stitched-together demon and 
  devil skins. They are demonic undead contained by 
  demon and devil flesh. The spirit within a rotfiend is 
  often a demon soul, although it can come from any evil 
  creature.  
     Orcus chains abyssal rotfiends in the halls of 
  Everlost, using them as guardians against intruders 
  that can teleport. 
     The abyssal rotfiend favors demonic allies that are 
  maneuverable enough to get between it and dangerous 
  adversaries. 
     Abyssal Rotfiend Tactics. The abyssal rotfiend 
  unleashes its floating despair, moving the zone around 
  the battlefield to affect as many enemies as possible. It 
  uses its abyssal field and conjure abscess on creatures 
  inside its floating despair zone, hindering their escape. 
  The rotfiend prefers to attack uninjured targets over 
  those that are injured.
  Actions
  Multiattack. The abyssal rotfiend makes one skullsplitter 
  attack, one conjure abscess attack and it uses its floating 
  despair feature.
  Skullspliter. The abyssal rotfiend targets a creature it can 
  see within 10 feet of it. The target has to make a DC 20 
  Dexterity saving throw or take 23 (3d8 +10) psychic damage 
  on a failed save, or half as much on a successful one.
   
  Conjure Abscess. The abyssal rotfiend targets a creature it can 
  see within 60 feet of it. The creature has to make a DC 20 
  Constitution saving throw, or its body starts to swell with 
  noxious abscesses. The target suffers 19 (2d8+10) psychic 
  damage on a failed save or half as much on a successful one. 
  If the creature fails it’s saving throw it also suffers 9 (2d8) 
  necrotic damage, if it moves more than 5ft. in its turn. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on a success. 
   
  Floating Despair. The abyssal rotfiend creates a 20ft. radius of 
  black miasma, that it lasts for 1 minute, in a location within 
  30 feet it can see. The zone is considered magical darkness, 
  the are is covered in magical darkness and its also considered 
  difficult terrain. Any creature that starts it’s turn in the area 
  takes 15 (3d10) psychic damage.
  
  61
  CHAPTER 6 | BESTIARY
  Astral Stalker
  Medium monstrosity, lawful evil
  Armor Class 19 (natural armor)  
  Hit Points 155 (15d10 + 75)
  Speed 50 ft., climb 30 ft.
  Skills Acrobatics +9, Stealth +9, Perception +7, Survival 7 
  Damage Resistances bludgeoning, piercing and slashing 
     from nonmagical weapons
  Senses darkvision 120ft., passive Perception 17
  Languages Common, Primordial
  Challenge 10 (5,900 XP)
  Astral Hunter. The astral stalker has advantage on 
  Wisdom (Perception) and Wisdom (Survival) checks. 
  When the stalker uses the Search action it can magically 
  sense the location of the creature for 1 hour or until 
  it uses this feature to track another creature. While 
  tracking the creature, the astral stalker knows its exact 
  location. 
  Elusive Prey. Wisdom (Survival) checks made to track 
  down the astral stalker are made with disadvantage. 
  Invisibility (3/Day). The astral stalker can turn invisible 
  for up to 1 hour, along with everything it is wearing or 
  carrying. The invisibility ends early, if the astral stalker 
  attack or casts a spell. 
  Nimble Escape. The astral stalker can take the Disengage 
  or Hide actions as a bonus action on each of its turns. 
  Sneak Attack (1/Turn). The astral stalker deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the astral stalker that isn’t 
  incapacitated and the bloodcurser have disadvantage on 
  the attack roll.
  Actions
  Multiattack. The astral stalker makes three claw attacks 
  or it can replace one of its attacks with its throat dart.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 5) slashing damage.
  Throat Dart. Ranged Weapon Attack: +9 to hit, range 
  30/90ft., one target. Hit: 8 (1d6+5) piercing damage and 
  the target must succeed on DC 15 Constitution saving 
  throw or be paralysed for 1 minute. A paralysed creature 
  can repeat its saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  ReActions
  Unearthly Grace. The astral stalker adds 4 to its AC 
  against one melee attack that would hit it. To do so, the 
  astral stalker must see the attacker. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  18 (+4)
  20 (+5)
  11 (+0)
  16 (+3)
  17 (+3)
  Astral Stalkers
  Astral stalkers are abominations created by the 
  gods as weapons for use in the Dawn War. Devious 
  and bloodthirsty killers, astral stalkers have served 
  since the Dawn War primarily as bounty hunters and 
  assassins, though often they hunt simply for the sake of 
  the challenge in cornering dangerous prey. 
     Originally, astral stalkers were created by the gods 
  to fight the primordials and their servants. Since the 
  Dawn War, the astral stalkers have fallen away from 
  their old allegiances, becoming independent from their 
  creators. Astral stalkers often gather in small tribes, 
  led by the most skilled hunter within the group.  
     Supernatural Build. Astral stalkers are greenish-
  black humanoids, and are roughly the size of a human, 
  though they appear notably more bestial. With toothed 
  mouths, long, razor-sharp claws, and glowing eyes, 
  astral stalkers look appropriately predatory for a 
  race with such a function as theirs. Each of the astral 
  stalkers’ claws, of which there are five on each hand, in 
  an arrangement similar to a human’s fingers, is easily 
  the length of a human’s forearm, and are deadly when 
  in use, capable of immobilizing a creature struck with 
  them. 
     Astral stalkers possess the ability to turn invisible. 
  While hidden, astral stalkers often use venomous darts 
  of bone, hidden within their throat to poison their prey 
  or even knock them unconscious. Astral stalkers also 
  have an uncanny ability to pinpoint the location of their 
  prey, even if they are unable to see them. 
       Tactical Hunters. Astral stalkers regard all other 
  creatures as potential prey. Although they seek to test 
  themselves against stronger and stronger prey, astral 
  stalkers are neither stupid nor foolhardy, and rarely 
  engage in combat without first preparing the hunting 
  ground and sizing up their foes. They favor ambushes 
  designed to weaken the prey before bringing it down.
  
  62
  CHAPTER 6 | BESTIARY
  Blood Demon  
  Medium fiend, chaotic evil
  Armor Class 17 (natural armor)  
  Hit Points 158 (17d10 + 68)
  Speed 30 ft., swim 60 ft.
  Damage Immunities lightning, poison
  Damage Resistances acid ,cold, fire; bludgeoning, piercing   
     and slashing from nonmagical weapons
  Condition Immunities paralysed, petrified, poisoned, prone
  Senses darkvision 60ft., passive Perception 12
  Languages -
  Challenge 7 (2,900 XP)
  Blood Feast.  The blood demon has advantage on an attack 
  rolls against a creature, if its below its hit points maximum. 
  Blood Frenzy. The blood demon’s attacks deal an additional 
  3 (1d6) points of necrotic damage for every creature that is 
  below its hit points maximum. 
  Liquid Form. The blood demon can enter a hostile creature’s 
  space and stop there. It can move through a space as narrow 
  as 1 inch wide without squeezing.
  Actions
  Multiattack. The blood demon makes two slam attacks. 
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 4) bludgeoning damage.
  Blood Call (Recharge 5-6). The blood demons attempts to ab-
  sorb the blood of living creatures around him. Each creature 
  within 30 feet of the blood demon have to make a DC 15 
  Constitution saving throw or take 15 (3d10) necrotic dam-
  age on a failed save or half as much on a successful one. On 
  a failed save the creature is also pulled 10 feet towards the 
  blood demon.  
  Greater Blood Demon  
  Large fiend, chaotic evil
  Armor Class 19 (natural armor)  
  Hit Points 247 (22d10 + 132)
  Speed 40 ft., swim 60 ft.
  Damage Immunities lightning, poison
  Damage Resistances acid ,cold, fire; bludgeoning, piercing   
     and slashing from nonmagical weapons
  Condition Immunities paralysed, petrified, poisoned, prone
  Senses darkvision 120ft., passive Perception 15
  Languages -
  Challenge 12 (8,400 XP)
  Blood Feast.  The blood demon has advantage on an attack 
  rolls against a creature, if its below its hit points maximum. 
  Blood Frenzy. The blood demon’s attacks deal an additional 
  4 (1d8) points of necrotic damage for every creature that is 
  below its hit points maximum. 
  Liquid Form. The blood demon can enter a hostile creature’s 
  space and stop there. It can move through a space as narrow 
  as 1 inch wide without squeezing.
  Actions
  Multiattack. The blood demon makes three slam attacks. 
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 7) bludgeoning damage.
  Hematic Call (Recharge 5-6). The blood demons attempts 
  to absorb the blood of living creatures around him. Each 
  creature within 30 feet of the blood demon have to make a 
  DC 17 Constitution saving throw or take 25 (5d10) necrotic 
  damage on a failed save or half as much on a successful one. 
  On a failed save the creature is also pulled 10 feet towards 
  the blood demon.  
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19(+4)
  16 (+3)
  18 (+4)
  5 (-3)
  13 (+1)
  11 (+0)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24(+7)
  18 (+4)
  22 (+6)
  9 (-1)
  17 (+3)
  13 (+1)
  Blood Demons
  Blood demons spawn in the snaking Blood River 
  within the endless depths of the Blood Rift, in 
  the Abyss. The polluted waters of the river imbue 
  them with vague sentience that focuses entirely on 
  destruction.  
     Blood demons are an enigma to demonologists. At 
  times, these creatures move in great swarms across 
  the Abyss, but these swarms disappear soon after they 
  emerge. No one knows for certain why they form or 
  what happens to them. Nameia believes that the blood 
  demons are the scattered essence of an obyrith lord 
  that Tharizdun destroyed in the Abyss’s earliest days. 
  She theorizes, that if enough of them gather together, 
  the slain obyrith might reemerge from the swarm.  
     Terrifying Predators. Blood demons hunt natives 
  and outsiders with equal favor. Few demons bother 
  trying to compel these mindless creatures into service. 
  Fiends fighting nearby of the Blood River often attempt 
  to drive wounded foes towards it, hoping to inspire a 
  blood demon assault.  
     The scent of blood brings these fiends to a frothing 
  boil. Hunger and rage drive a blood demon, and it 
  attacks wounded enemies in preference to other 
  targets, moving twice rather than attacking to run 
  down a badly injured foe. 
  
  63
  CHAPTER 6 | BESTIARY
  
  64
  CHAPTER 6 | BESTIARY
  Greater Blood Elemental 
  Huge aberration, lawful evil
  Armor Class 17 (natural armor)  
  Hit Points 175 (17d10 + 85)
  Speed 40 ft., swim 120 ft.
  Damage Resistances acid; bludgeoning, piercing and 
     slashing from nonmagical weapons
  Damage Immunities necrotic, psychic
  Condition  Immunities paralysed, petrified, poisoned, prone
  Senses darkvision 60ft., passive Perception 13
  Languages Primordial
  Challenge 9 (5,000 XP)
  Coagulate. If the blood elemental takes cold damage, it par-
  tially freezes; its speed is reduced by 10 ft. until the end of 
  its next turn.
  Liquid Form. The blood elemental can enter a hostile crea-
  ture’s space and stop there. It can move through a space as 
  narrow as 1 inch wide without squeezing.
  Actions
  Multiattack. The blood elemental makes three slam attacks. 
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 18 (3d8 + 6) bludgeoning damage.
  Bloodbath (Recharge 5-6). Each creature in the blood el-
  emental’s space must make a DC 18 Strength saving throw. 
  On a failure, a target takes 20 (5d8) necrotic damage. If it 
  is Large or smaller, it is also grappled (escape DC 17). Until 
  this grapple ends, the target is restrained and unable to 
  breathe unless it can breathe water. If the saving throw is 
  successful, the target is pushed out of the elemental’s space. 
  The elemental can grapple one Huge creature or up to six 
  Medium or smaller creatures at one time. At the start of each 
  of the elemental’s turns, each target grappled by it takes 13 
  (3d8) psychic damage, due to the mental strain of drowning 
  in blood. A creature within 5 feet of the blood elemental can 
  pull a creature or object out of it by taking an action to make 
  a DC 18 Strength and succeeding.
  Engorging Strikes (Recharges 6). The blood elemental uses 
  Multiattack. Each attack that hits deals an extra 5 (1d10) ne-
  crotic damage and the target’s hit point maximum is reduced 
  by an amount equal to the necrotic damage taken.  The 
  target dies if this effect reduces its hit point maximum to 0. 
  Blood Elemental 
  Large aberration, lawful evil
  Armor Class 14 (natural armor)  
  Hit Points 114 (12d10 + 48)
  Speed 40 ft., swim 90 ft.
  Damage Resistances acid; bludgeoning, piercing and 
     slashing from nonmagical weapons
  Damage Immunities necrotic, psychic
  Condition  Immunities paralysed, petrified, poisoned, prone
  Senses darkvision 60ft., passive Perception 11
  Languages Primordial
  Challenge 5 (1,800 XP)
  Coagulate. If the blood elemental takes cold damage, it 
  partially freezes; its speed is reduced by 10 ft. until the end 
  of its next turn.
  Liquid Form. The blood elemental can enter a hostile crea-
  ture’s space and stop there. It can move through a space as 
  narrow as 1 inch wide without squeezing.
  Actions
  Multiattack. The blood elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 4) bludgeoning damage.
  Bloodbath (Recharge 5-6). Each creature in the blood elemen-
  tal’s space must make a DC 15 Strength saving throw. On 
  a failure, a target takes 12 (3d8) necrotic damage. If it is 
  Large or smaller, it is also grappled (escape DC 14). Until this 
  grapple ends, the target is restrained and unable to breathe 
  unless it can breathe water. If the saving throw is success-
  ful, the target is pushed out of the elemental’s space. The 
  elemental can grapple one Large creature or up to two Me-
  dium or smaller creatures at one time. At the start of each 
  of the elemental’s turns, each target grappled by it takes 9 
  (2d8) psychic damage, due to the mental strain of drowning 
  in blood. A creature within 5 feet of the blood elemental can 
  pull a creature or object out of it by taking an action to make 
  a DC 15 Strength and succeeding.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  20 (+5)
  13 (+1)
  12 (+1)
  14 (+2)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  17 (+3)
  7 (-2)
  10 (+0)
  8 (-1)
  Blood Elementals
  A blood elemental is a dreadful creature from a remote 
  outer plane. It is extremely alien in both appearance 
  and outlook, and it has a bizarre intelligence all 
  its own. In their home plane, blood elementals 
  have a civilization of sorts, though its nature is 
  incomprehensible to visitors. When summoned to the 
  Material Plane, they are eager to absorb life around 
  them.   
     A blood elemental resembles a water elemental 
  except that its fluid body is composed entirely of red, 
  viscous blood. It oozes and undulates as it moves, 
  leaving streaks of red on any surface it traverses.
  
  65
  CHAPTER 6 | BESTIARY
  Blood Fiend 
  Large fiend, neutral evil
  Armor Class 18 (natural armor)  
  Hit Points 172 (15d12 + 75)
  Speed 30 ft., hover 50ft.
  Saving Throws Str +10, Con +10, Cha +7
  Skills Perception +7, Stealth +7
  Damage Resistances necrotic, bludgeoning, piercing and  
     slashing from nonmagical weapons
  Condition Immunities charmed, exhausted, frightened
  Senses blindsight 120ft., passive Perception 17
  Languages Abyssal, Primordial
  Challenge 14 (11,500 XP)
  Innate Spellcasting. The blood fiend’s spellcasting ability is 
  Charisma (spell save DC 17). The blood fiend can innately 
  cast the following spells, requiring no material components: 
   
  At will: detect good and evil, detect magic, gaseous form 
  3/day each: dispel magic, fear, misty step 
  1/day each: dimension door, hallucinatory terrain
  Shapechange (2/Day). As an action the blood fiend can take 
  the form of a bat, a dire wolf, a howler or a nightmare until it 
  drops to 0 hit points, or use a bonus action to revert back to 
  its original form.
  Regeneration. The blood fiend regains 15 hit points at the 
  start of its turn. If the blood fiend takes radiant damage, this 
  trait doesn’t function at the start of the blood fiend’s next 
  turn.
  Actions
  Multiattack. The blood fiend makes five attacks: one with it’s 
  bite and four with it’s claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 14 (2d8 + 6) piercing damage plus 12 (4d6) necrotic 
  damage. The target’s hit point maximum is reduced by an 
  amount equal to the necrotic damage taken, and the blood 
  fiend regains Hit Points equal to that amount. The reduction 
  lasts until the target finishes a Long Rest. The target dies if 
  this effect reduces its hit point maximum to 0. A humanoid 
  slain in this way rises in 1d4 days as a blood fiend, unless his 
  corpse is burned.
  Claw. Melee Weapon Attack: +11 to hit, reach 10 feet., one 
  target hit: 16 (3d6 +6) slashing damage. 
   
  Terror Gaze. The blood fiend turns it’s gaze toward a creature 
  it can see within 120 feet of it. The target must make a DC 
  17 Charisma saving throw. Unless the target is incapacitated, 
  it can avert its eyes to avoid the gaze and automatically suc-
  ceed on the save. If the target does so, it can’t see the blood 
  fiend until the start of its next turn. If the target looks at it 
  in the meantime, it must immediately make the save. If the 
  target fails the save, it’s stunned until the start of the blood 
  fiend’s next turn, or until the blood fiend is no longer within 
  line of sight. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  15 (+2)
  21 (+5)
  11 (+0)
  14 (+2)
  17 (+3)
  Blood Fiends
  Blood fiends are abominations who feed on the blood 
  of living creatures. Initially created in the Elemental 
  Chaos they are just as prevalent in other planes, 
  wherever there are creatures to provide food for them. 
     Blood fiends are often mistaken for demons. Though 
  they are not, in fact, demons, they are fiends, as their 
  name implies. 
     Dreadful Abominations. Blood fiends are huge 
  creatures with a purple-black or reddish scaly hide, 
  a lupine muzzle with great fangs, red eyes, and four 
  clawed hands. Each of these hands has five razor-sharp 
  claws extending from them, as did the feet. 
     Vampiric Nature. Blood fiends prey on other fiends, 
  as vampires prey on humans. They also have the same 
  ability to transform other creatures into their kind. A 
  blood fiend lacks the subtlety of an ordinary vampire. 
  It does not hesitate to wade into melee with its four 
  claws and vicious bite.  
     To assist them in their hunts, blood fiends can use a 
  terror gaze that immobilizes their unfortunate victim. 
  Blood fiends themselves are immune to fear. Most 
  wounds inflicted on them would heal in a matter of 
  moments.
  
  66
  CHAPTER 6 | BESTIARY
  Bloodfire Ooze
  Huge ooze, neutral evil
  Armor Class 12  
  Hit Points 150 (12d12 + 72)
  Speed 30 ft., climb 20ft.
  Saving Throws Str +8, Con +10
  Damage Resistances lightning, slashing
  Damage Immunities fire, necrotic
  Condition Immunities blinded, charmed, deafened, 
  exhausted, frightened, prone
  Senses Blindsight 60ft. (blind beyond this radius), 
  Tremorsense 90 feet., passive Perception 13
  Languages --
  Challenge 7 (2,900 XP)
  Amorphous. The blood fire ooze can move through a space as 
  narrow as 1 inch wide without squeezing.
  Boiling Blood. Whenever the ooze takes slashing or pierc-
  ing damage from a creature within 5 feet of it, that creature 
  takes 7 (2d6) fire damage.
  Spider Climb. The blood fire ooze can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
   Magic Resistance. The ooze has advantage on saving throws 
  against spells and other magical effects.
  False Appearance. While the ooze remains motionless, it is 
  indistinguishable from a pool of blood.
  Actions
  Multiattack. The bloodfire ooze makes two blood pseudopod 
  attacks.
  Blood Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 10 
  (3d6) fire damage.
  Bloodfire Burst. Fire erupts from the ooze melting everything 
  around it. Each creature within 10 feet of the ooze must 
  make a DC 16 Dexterity saving throw, taking 42 (12d6) fire 
  damage on a failed save, or half as much on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  20 (+5)
  4 (-3)
  12 (+1)
  5 (-3)
  Bloodfire Oozes
  Bloodfire oozes are created by the mixing of a huge 
  amount of innocent blood with the ichor of the 
  demon. Bloodfire oozes cross the plains of the Demon 
  Wastes, with most of them having been created by 
  rakshasa experiments. Explorers have also reported 
  the presence of bloodfire oozes beneath various ruins 
  of Xen’drik, and bloodfire oozes have been sighted 
  beneath Sharn, the City of Towers. 
     History. Bloodfire oozes are created through 
  ritualistic magic. This ritual involves the blood of one 
  hundred innocent humanoid lives, combined with the 
  ichor of a single demon of great strength. The ritual 
  takes 24 hours to complete, and a completed bloodfire 
  ooze will follow the instructions of its creator. 
     The ritual for their creation may or may not have 
  originated by the rakshasas. The rakshasas continue 
  to create them and allow then to roam the Demon 
  Wastes. Besides, the oozes have been found in Sharn 
  and ruins on Xen’drik. 
     Abilities. A bloodfire ooze is mindless but obeys 
  simple orders from its creators. The body of the ooze is 
  comprised of blood, and the ooze absorbs the blood of 
  its prey. As the bloodfire ooze drinks blood, it grows in 
  size and power. Bloodfire oozes burn to the touch and 
  can produce flames. Also, proximity to the bloodfire 
  ooze makes fire-based spells more powerful; however, 
  the ooze itself is immune to fire attacks.
  
  67
  CHAPTER 6 | BESTIARY
  This might have been a human, once. 
  Now it’s a bloated horror, distended veins 
  sprawling across its livid skin. Scraps of 
  rotting cloth are all that cover its swollen 
  body. Its empty eyes fix on you, and it 
  lurches forward swinging massive fist.
  Bloodhulks
  Corpses animated through the blood of the innocent 
  through horrible rituals. This bloated undead is 
  filled with gore and unholy liquids. Bloodhulks are 
  bloated bags of undead goodness that can withstand a 
  tremendous amount of punishment. The Bloodhulks 
  are created by vile priests and necromancers. They are 
  the ultimate mindless zombie. 
     The Bloodhulks come in three varieties: Bloodhulk 
  Fighter, Bloodhulk Giant, and Bloodhulk Crusher. 
  They are used by evil spellcasters as bodyguards and 
  servants. They are much stronger than your typical 
  zombie. They have inflated hit points but are fragile 
  to piercing and slashing weapons due to their bloated 
  bodies being filled with fluids.
  Bloodhulk Fighter
  Medium undead, neutral evil
  Armor Class 11  
  Hit Points 110 (10d12 + 40)
  Speed 30 ft.
  Damage Immunities poison
  Damage Vulnerabilities piercing, slashing
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 11
  Languages understands the language of its creator, but can’t 
  speak
  Challenge 4 (1,100 XP)
  Reckless. At the start of its turn, the bloodhulk can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  Aggressive. As a bonus action, the bloodhulk fighter can 
  move up to its speed toward a hostile creature that it can 
  see.
   
  Actions
  Multiattack. The bloodhulk fighter makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  9 (-1)
  18 (+4)
  3 (-4)
  10 (+0)
  5 (-3)
  Bloodhulk Giant
  Large undead, neutral evil
  Armor Class 13  
  Hit Points 171 (15d12 + 75)
  Speed 30 ft.
  Damage Immunities poison
  Damage Vulnerabilities piercing, slashing
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 11
  Languages understands the language of its creator, but can’t 
  speak
  Challenge 6 (2,300 XP)
  Reckless. At the start of its turn, the bloodhulk can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  Aggressive. As a bonus action, the bloodhulk  giant can move 
  up to its speed toward a hostile creature that it can see.
  Undead Fortitude. If damage reduces the bloodhulk fighter to 
  0 hit points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the bloodhulk giant drops to 
  1 hit point instead.
  Actions
  Multiattack. The bloodhulk fighter makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  6 (-2)
  20 (+5)
  3 (-4)
  10 (+0)
  5 (-3)
  
  68
  CHAPTER 6 | BESTIARY
  Carnage Demons
  Carnage demons are the brutes among the lesser 
  fiends of the Abyss. They are the destructive 
  manifestation of chaos, spurred on by a burning desire 
  to batter other creatures in the bloodiest and most 
  painful ways possible. Although they are similar in 
  power to dretches, they don’t share the aimlessness of 
  those dull fiends. Instead, carnage demons are filled 
  with the singular purpose of pure destruction. Some 
  consider carnage demons to be a forced evolution of 
  the pathetic dretches, the product of a demon lord’s 
  attempt to create a more useful lesser demon. This 
  theory gains some credence from the fact that, unlike 
  most demons, carnage demons are not tanar’ri. Their 
  vulnerability to silvered weapons suggests they might 
  have been created using materials from or related to 
  devils. 
  Carnage Demon
  Medium fiend (demon), chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  Damage Resistances acid, cold, fire
  Condition Immunities frightened, poisoned
  Senses darkvision 60ft., passive Perception 12
  Languages understands Abyssal, but can't speak
  Challenge 2 (450 XP)
  Carnage. A carnage demon deals an extra 2 points of 
  bludgeoning damage with each slam attack, if there is 
  another carnage demon within 30 feet of it, that isn’t 
  incapacitated.
  Destructive Appetite. When a carnage demon reduces a 
  creature to 0 hit points, it must immediately make one 
  melee attack against a random creature that is adjacent 
  to it, and that isn’t incapacitated.
   
  Actions
  Multiattack. The carnage demon makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  14 (+2)
  5 (-3)
  6 (-2)
  6 (-2)
  Bloodhulk Crusher
  Huge undead, neutral evil
  Armor Class 14  
  Hit Points 286 (20d12 + 160)
  Speed 30 ft.
  Damage Immunities poison
  Damage Vulnerabilities piercing, slashing
  Condition Immunities poisoned
  Senses darkvision 60ft., Passive Perception 10
  Languages  understands the language of its creator, but can’t 
  speak
  Challenge 9 (5,000 XP)
  Reckless. At the start of its turn, the bloodhulk can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  Aggressive. As a bonus action, the bloodhulk  giant can move 
  up to its speed toward a hostile creature that it can see.
  Undead Fortitude. If damage reduces the bloodhulk crusher 
  to 0 hit points, it must make a Constitution saving throw 
  with a DC of 5+the damage taken, unless the damage is radi-
  ant or from a critical hit. On a success, the bloodhulk fighter 
  drops to 1 hit point instead.
  Siege Monster. The bloodhulk crusher deals double damage to 
  objects and structures.
  Actions
  Multiattack. The bloodhulk fighter makes two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 7) bludgeoning damage. 
  Crushing Slam (Recharge 5-6). Each creature within 10 feet of 
  the bloodhulk crusher must make a DC 17 Dexterity saving 
  throw, taking 33 (6d10) bludgeoning damage on a failed save, 
  or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  6 (-2)
  27 (+8)
  3 (-4)
  10 (+0)
  5 (-3)
     Strategies and Tactics. Despite having massive 
  claws, which they use to climb, carnage demons prefer 
  to pummel their opponents. A lone carnage demon is 
  still a brutal adversary, but such a loner flees if reduced 
  to half of its full normal hit points or fewer. All carnage 
  demons prefer to fight alongside individuals of their 
  kind, venting their hatred on all other creatures.  
     In a group, carnage demons remain close to each 
  other as they attack. Each one lets its fury rather than 
  any sense of tactics dictate where its next attack is 
  aimed, usually pounding whoever damaged it the most 
  during the previous round. 
     Carnage demons are a danger to all creatures that 
  aren’t carnage demons. A carnage demon that has 
  succumbed to its destructive appetite attacks nearby 
  allies for no better reason than being unable to move to 
  an enemy and attack it during the current round. 
  Rushing forward, uttering an unintelligible 
  battle cry, is a broad-shouldered creature 
  with overlong arms that end in massively 
  oversized, clawed hands. Similar creatures 
  follow it, seemingly drawing strength from their 
  proximity to one another.
  
  69
  CHAPTER 6 | BESTIARY
  Blood Golem of Hextor 
  Large construct, neutral evil
  Armor Class 20 (natural armor)  
  Hit Points 210 (20d10 + 100)
  Speed 30 ft.
  Damage Resistances necrotic, bludgeoning, piercing and  
     slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened,    
     paralysed, petrified, poisoned 
  Senses darkvision 60ft., passive Perception 11
  Languages understands the language of its creator but can’t     
     speak
  Challenge 14 (11,500 XP)
  Blood Dependency. The blood golem needs constant supply 
  of blood in order to function. If the golem doesn’t absorb 
  blood from other creatures, it loses 5 hit points daily at dawn, 
  regardless if it is engaged in physical tasks or stands motion-
  less the entire day. 
  Consume Blood. When the blood golem kills a creature it 
  regains 10 hit points. 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells or other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two flail attacks.
  Flail. Melee Weapon Attack: +13 to hit, reach 10 ft., one tar-
  get. Hit: 23 (4d8 + 7) bludgeoning damage. 
   
  Fountain of Blood (Recharge 4-6). The golem releases blood 
  with extreme pressure in a 30-foot cone. Each creature in 
  that area must make a DC 18 Constitution saving throw or 
  be pushed back 20 feet in a straight line.
  Whirlwind Attack (Recharge 5-6). Each creature within 10 
  feet of the blood golem must make a DC 19 Dexterity saving 
  throw taking 44 (8d10) bludgeoning damage on a failed save, 
  or half as much on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  9 (-1)
  20 (+5)
  5 (-3)
  11 (+0)
  8 (-1)
  Golems
  Golems are made from materials such as blood, clay, 
  flesh and bones, adamantine, iron or stone. They 
  possess astonishing power and durability. A golem 
  has no ambitions, needs no sustenance, feels no pain, 
  and knows no remorse. An unstoppable juggernaut, it 
  exists to follow its creator’s orders, and it protects or 
  attacks as that creator demands.  
     To create a golem, one of the golems included 
  below, one requires the Crimson Tome (see Magic 
  Item's section). The comprehensive illustrations and 
  instructions inside the crimson tome detail the process 
  for creating a golem of the following types.
  Blood Golem of Hextor
  The blood golems of Hextor are foul constructs made 
  of the coagulated blood of sacrificial victims. Girded in 
  magic armor and bearing masterwork weapons, they 
  bring death to the enemies of the faith. 
     Without its armor, a blood golem looks like a vaguely 
  humanoid shape made out of thickened red and black 
  blood. It constantly leaks blood wherever it goes and 
  is often surrounded by swarms of flies and other flying 
  vermin that dine on its leavings. Although the church of 
  Hextor once was satisfied with this raw form, recently 
  the creators of these golems have added a final step in 
  which they seal the golem in a custom-made full plate 
  suit with heavy flails fused to each of its arms. This 
  suit of armor includes two spherical reservoirs on the 
  shoulders that store more blood to fuel the creature. 
  Metal pipes and valves convey the creature’s blood 
  within the armor, but the seals are imperfect and it still 
  leaks fluid.   
     Because it is a construct, a blood golem can remain 
  motionless in one place for days, although it requires 
  fresh blood regularly. This requirement makes it a 
  poor guardian for remote places that do not have many 
  visitors.
  
  70
  CHAPTER 6 | BESTIARY
  Brain Golem 
  Large construct, lawful evil
  Armor Class 17 (natural armor)  
  Hit Points 133 (14d10 + 56)
  Speed 30 ft.
  Damage Resistances psychic, bludgeoning, piercing and  
     slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened,    
     paralysed, petrified, poisoned 
  Senses darkvision 60ft., passive Perception 11
  Languages understands the language of its creator but can’t     
     speak
  Challenge 9 (5,000 XP) 
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells or other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two slam attacks and .
  Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 14 (3d6 + 5) bludgeoning damage. 
  Mind Blast (Recharge 5-6). Each creature within 60 feet of the 
  golem must make a DC 16 Wisdom saving throw taking or 
  be stunned for 1 minute. The stunned creatures can repeat 
  their saving throws at the end of each of their turns, ending 
  the effect on them on a success. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  11 (+0)
  18 (+4)
  6 (-2)
  11 (+0)
  8 (-1)
  Brain Golem
  Creation of the mind flayers, a brain golem exists 
  purely to fulfill their desires.  
     A brain golem appears as a burly humanoid, about 
  8 feet tall and 5 feet wide, with an oversized brain 
  serving as its entire head. The whole body is made up 
  of brain tissue that is covered with a thin film of slimy 
  skin. Brain golems do not speak or understand any 
  language, despite their intelligence, but they respond 
  to telepathic commands from any mind flayer.
  Demonflesh Golem
  The ultimate example of fiendish grafting, the 
  demonflesh golem is a collection of demonic body 
  parts assembled into a truly vile whole. A demonflesh 
  golem bears a superficial resemblance to a flesh 
  golem. Its overall form is humanoid, with the addition 
  of a pair of membranous wings and a long, thin tail. Its 
  left arm is muscular and sinewy, with a large, clawed 
  hand, while its right arm is more slender and ends 
  in a heavy, bony hand. Its right leg is long and agile, 
  while its left is thicker and heavier. Despite having 
  a pronounced limp, the creature moves quickly and 
  can climb and jump with remarkable ease. One eye is 
  bright red and has a black iris, while the other is yellow 
  with no visible iris, but it has a pupil shaped like a cat’s. 
  Unlike most golems, a demonflesh golem is reasonably 
  intelligent, and it speaks and understands Abyssal.
  Hellfire Golem
  A hellfire golem is a construct from the infernal planes 
  that are crafted by devils for sheer destructive and 
  pyromaniac delight. It appears as a towering humanoid 
  creature that seems to be formed of brilliant lava 
  covered with a crumbling black crust. Flames leap 
  out from the cracks in its crusty skin and wreathe its 
  body in the infernal fire. Unlike most golems, a hellfire 
  golem is reasonably intelligent, and it speaks and 
  understands Infernal. 
  
  71
  CHAPTER 6 | BESTIARY
  Demonflesh Golem 
  Huge construct, chaotic evil
  Armor Class 20 (natural armor)  
  Hit Points 230 (24d10 + 100)
  Speed 30 ft., fly 50ft.
  Damage Resistances acid, cold, fire, bludgeoning, piercing   
     and slashing from nonmagical attacks
  Damage Immunities lightning
  Condition Immunities charmed, exhaustion, frightened,    
     paralysed, petrified, poisoned 
  Senses darkvision 60ft., passive Perception 13
  Languages Abyssal
  Challenge 16 (15,000 XP)
  Innate Spellcasting.  The golem’s innate spellcasting ability is 
  Charisma (spell save DC 16, +9 to hit with spell attacks). The 
  golem can innately cast the following spells, requiring no 
  material components:
  At will: darkness, detect magic, see invisibility
  3/day each: blight, locate creature
  1/day each: destructive wave, dispel evil and good
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Limited Magic Immunity. The golem can’t be affected or 
  detected by spells of 6th level or lower unless it wishes to be. 
  It has advantage on saving throws against all other spells and 
  magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes one claw attack, one massive 
  arm attack and one whip tail attack, or it can replace one at-
  tack with to use its fear gaze.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 23 (3d10 + 7) slashing damage. 
  Massive Arm. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 31 (4d12 + 7) bludgeoning damage. If the 
  target is a creature it must succeed on a DC 17 Constitution 
  saving throw or become stunned until the end of the golem’s 
  next turn. 
  Whip Tail. Melee Weapon Attack: +13 to hit, reach 25 ft., one 
  target. Hit: 13 (2d6+7) slashing damage. The target must suc-
  ceed on a DC 20 Strength saving throw or be pulled up to 20 
  feet towards the golem. 
  Fear Gaze. Each creature within 60 feet of the demonflesh 
  golem must make a DC 19 Wisdom saving throw or be para-
  lysed for 1d4 rounds. If the creature succeeds on the saving 
  throw, it becomes immune to the golem’s fear gaze for 24 
  hours.
  Hellfire Golem 
  Huge construct, chaotic evil
  Armor Class 18 (natural armor)  
  Hit Points 210 (20d10 + 100)
  Speed 30 ft.
  Damage Resistances acid, cold, bludgeoning, piercing  
       and slashing from nonmagical attacks
  Damage Immunities fire
  Condition Immunities charmed, exhaustion, frightened,    
     paralysed, petrified, poisoned 
  Senses darkvision 60ft., passive Perception 15
  Languages Abyssal
  Challenge 16 (15,000 XP)
  Innate Spellcasting.  The golem’s innate spellcasting ability is 
  Charisma (spell save DC 16, +9 to hit with spell attacks). The 
  golem can innately cast the following spells, requiring no 
  material components:
  At will: detect magic, fireball
  3/day each: flame strike, wall of fire
  Hellfire Skin. At the start of each of the golem’s turns, each 
  creature within 5 feet of it takes 10 (3d6) fire damage, and 
  flammable objects in the aura that aren’t being worn or car-
  ried ignite. A creature that touches the golem or hits it with 
  a melee attack while within 5 feet of it takes 10 (3d6) fire 
  damage.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Limited Magic Immunity. The golem can’t be affected or 
  detected by spells of 6th level or lower unless it wishes to be. 
  It has advantage on saving throws against all other spells and 
  magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes fiery slam attacks.
  Fiery Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 23 (3d10 + 7) bludgeoning damage plus 10 (3d6) 
  fire damage. 
  Hellfire Orb (Recharges 5-6). Each creature within 60 feet 
  of the hellfire golem must make a DC 19 Dexterity saving 
  throw, taking 45 (10d8) fire damage on a failed save, or half 
  as much on a successful one. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  14 (+2)
  20 (+5)
  8 (-1)
  12 (+1)
  15 (+2)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  14 (+2)
  20 (+5)
  12 (+1)
  13 (+1)
  15 (+2)
  
  72
  CHAPTER 6 | BESTIARY
  Klurichir 
  Huge fiend (demon), chaotic evil
  Armor Class 20 (natural armor)  
  Hit Points 280 (24d12 + 126)
  Speed 30 ft.
  Saving Throws Str +14, Con +12, Wis +9, Cha +12
  Damage Resistances acid, cold, lightning; bludgeoning,  
    piercing and slashing from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, frightened,    
     poisoned 
  Senses truesight 120ft., passive Perception 16
  Languages Abyssal, Telepathy 120 ft.
  Challenge 20 (25,000 XP)
  Innate Spellcasting. The klurichir's innate spellcasting ability 
  is Charisma (spell save DC 19, +10 to hit with spell attacks). 
  The klurichir can innately cast the following spells, requiring 
  no material components:
  At will: darkness, detect magic, fireball
  3/day each: counterspell, enervation, wall of fire
  Magic Resistance. The klurichir has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The klurichir’s weapon attacks are magical.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  15 (+2)
  22 (+6)
  20 (+1)
  16 (+3)
  23 (+6)
  Klurichir
  A klurichir is a type of tanar’ri and one of the most 
  powerful and respected demons of the Abyss. They are 
  known to be so truly horrifying that even the mighty 
  balors would give them a wide berth. 
     Incredibly powerful and well aware of it, klurichirs 
  are highly self-assured in their abilities. Their complete 
  sense of security leads them to order around most 
  other demons, attacking anyone that does not follow 
  their commands. Even balors could find themselves 
  facing the tyrannical retribution of a klurichir for minor 
  infractions. They have no concern for the lives of those 
  underneath them, fearlessly throwing waves of their 
  soldiers into battle regardless of the actual possibility 
  of victory. 
     Klurichir served and acted as right hands to the most 
  powerful demon lords, and were thought to serve as 
  their greatest generals. Only when a demon lord took 
  a personal interest in a mission where they called in to 
  ensure its completion. Outcast demon lords could even 
  find themselves joining forces with a klurichir’s war 
  band. Most demon lords were incapable of significantly 
  furthering their goals through direct conquest as it left 
  them open to attack, but klurichirs were in no such 
  straits. They marched their demonic hordes through 
  the various layers of the Abyss, spreading turmoil 
  and bloodshed, all the while accruing more followers 
  through the carnage.
  Reactive. The klurichir can take one reaction on every turn in 
  combat.
  Actions
  Multiattack. The klurichir can use its frightful aura. It then 
  makes five attacks: four with its claws and one with its  
  vorpal pincers against a creature it has grappled.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 28 (4d10 + 8) slashing damage. The target must succeed 
  on a DC 20 Strength saving throw or be grappled (escape DC 
  20).
  Vorpal Pincers. Weapon Attack: +14 to hit, reach 5 ft., one tar-
  get. Hit: 33 (5d10 + 8) slashing damage. If the klurichir scores 
  a critical hit, it cuts off one the target’s heads. The creature 
  dies if it can’t survive without the lost head. A creature is im-
  mune to this effect if it is immune to slashing damage, doesn’t 
  have or need a head or has legendary actions. Such a creature 
  instead takes an extra 5d10 slashing damage from the hit.  
  Frightful Aura (Recharges 5-6). Each creature of the klurichir’s 
  choice that is within 90 feet of the klurichir and aware of it 
  must succeed on a DC 21 Wisdom saving throw or become 
  frightened for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success. If a creature’s saving throw is successful or 
  the effect ends for it, the creature is immune to the klurichir’s 
  frightful aura for the next 24 hours.
  Teleport. The klurichir magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Variant: Summon Demon (1/Day): The klurichir chooses what to 
  summon and attempts a magical summoning. A klurichir has 
  a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 
  1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. 
  A summoned demon appears in an unoccupied space within 
  60 feet the klurichir, acts as an ally of the klurichir, and can’t 
  summon other demons. It remains for 1 minute, until it or the 
  klurichir dies, or until the klurichir dismisses it as an action.
  
  73
  CHAPTER 6 | BESTIARY
  Penanggalan
  A penanggal (plural penanggalan) is an undead 
  monster that appears by day to be a young and 
  beautiful woman. At night, however, her head detaches 
  from her body, trailing its entrails, to become a 
  vampiric monster flying through the night. 
     Penanggalan prefer to feed on the blood of pregnant 
  women or young children, but will feed on any victims 
  they can capture. Those whose blood they drink are 
  infected with a wasting disease, even if the penanggal 
  is not able to feed again. 
     When the penanggal returns to her body, she must 
  soak her entrails in vinegar to shrink them before 
  returning them to her body. This means the lair of a 
  penanggal is notable due to the smell of vinegar.
  Mohrg
  Mohrgs were undead that were the risen forms of 
  mass-murderers that died before they could atone for 
  their crimes. Mohrgs existed to bring more death and 
  destruction to the world, delighting in the screams of 
  the dying. 
     Mohrgs were sometimes mistaken for skeletons or 
  zombies. They appeared to be skeletal humanoids 
  with fleshy internal organs wrapped around their form. 
  These organs were animated and capable of lashing 
  out and entangling any they touched. Furthermore, 
  they secreted a paralytic slime that allowed the mohrg 
  to slowly kill its victims while they watched helplessly. 
     Those slain by a mohrg arose soon afterward as a 
  zombie. A rise in the undead population was often a 
  sign of a mohrg in the area.
  Mohrg
  Medium undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  Damage Immunities poison
  Condition Immunities exhaustion,frightened, poisoned
  Senses darkvision 60ft., passive Perception 11
  Languages one language it spoke in life
  Challenge 6 (2,300 XP)
  Create Spawn. A humanoid slain by the mohrg rises 24 hours 
  later as a zombie under the mohrg’s control, unless the hu-
  manoid is restored to life or its body is destroyed. The mohrg 
  can have no more than twelve zombies under its control at 
  one time.
   
  Actions
  Multiattack. The mohrg makes three attacks: two with its 
  slam and one with its tongue.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage and 9 (2d8) necrotic 
  damage.
  Tongue. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 7 (1d4 + 5) piercing damage and the target must succeed 
  on a DC 14 Constitution saving throw or be paralysed for 1 
  minute. The target can repeat the saving throw at the end of 
  each of its turns. On a successful save, the effect ends. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  19 (+4)
  14 (+2)
  11 (+0)
  10 (+0)
  10 (+0)
  
  74
  CHAPTER 6 | BESTIARY
  Penanggal
  Medium undead (shapechanger), lawful evil
  Armor Class 16 (natural armor)  
  Hit Points 104 (16d6 + 48)
  Speed 0 ft., fly 50 ft. (hover)
  Saving Throws Dex +6, Wis +4, Cha +7
  Skills Deception +10, Insight +6, Stealth +7
  Damage Resistances bludgeoning, piercing and slashing 
     from nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhausted, poisoned, prone
  Senses darkvision 60ft., passive Perception 12
  Languages Understands the Languages it knew in life
  Challenge 8 (3,900 XP)
  Shapechanger. The penanggal can use its action to poly-
  morph into an ooze or back into its true form. Any equip-
  ment it is wearing or carrying is melded into the new form. It 
  reverts into its true form  if it dies. 
     While in ooze form, the penanggal can’t speak, fly, charm 
  or attack and it losses its horrific transformation trait. It gains 
  the ability to move through a space as narrow as 1 inch wide 
  without squeezing, its speed becomes 10 ft., and it gains 
  blindsight of 60ft. Otherwise, the penanggal game statistics 
  are unchanged.
  Horrific Transformation.  The penanggal transforms from her 
  human form to her monstrous form, by separating her head 
  and entrails from her body. All creatures within 60 feet that 
  can see the transformation must succeed on a DC 17 Wis-
  dom saving throw or be frightened for 1 minute. If the saving 
  throw fails by 5 or more, the creature is paralysed for 1 min-
  ute. On a successful save the creature becomes immune to 
  penanggal’s horrific transformation trait. A creature can repeat 
  the saving throw at the end of its turn, ending the condition 
  on a successful save.
  Walk as the living.  The penanggal’s head reattaches to its 
  body, appearing as it did in life and its allignement is per-
  ceived as neutral. Also, it’s unaffected by spells or abilities 
  that target or detect undead, while remaining in it’s human 
  form.
  Innate Spellcasting.  The penanggal’s innate spellcasting abil-
  ity is Charisma (spell save DC 15). It can innately cast the 
  following spells, requiring no components: 
   
  3/day each: charm person, dissonant whispers, mage hand (the  
   
  hand is invisible), minor illusion
   
  1/day each: bestow curse (5th level), clairvoyance, etherealness
  Sunlight Hypersensitivity.  While in direct sunlight, the pen-
  anggal is paralysed.
  Body Dependance.  After dawn, if the penanggal cannot reat-
  tach its head to its body, it takes 20 radiant damage for every 
  hour that passes.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  16 (+3)
  13 (+1)
  12 (+1)
  16 (+3)
  Actions
  Multiattack. The penanggal makes two melee attacks, one 
  with its bite and one with its entrails.
  Withering Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 3) piercing damage plus 10 (3d6) 
  necrotic damage. The penanggal regains hit points equal to 
  the necrotic damage dealt. If the target is a creature, it must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the necrotic 
  damage taken. If the cursed target’s hit points maximum is 
  reduced to 0, the target dies. A humanoid slain by this At-
  tack rises 24 hours later as a Ghoul under the penanggal’s 
  control, unless the humanoid is restored to life or its body is 
  destroyed. 
  Entrails. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (3d6 + 3) poison damage, and the target must 
  succeed on a DC 14 Constitution saving throw or become 
  poisoned for a minute. While poisoned in this way the target 
  is paralysed, and it takes 7 (2d6) poison damage at the start 
  of each of its turns. The poisoned target can repeat the sav-
  ing throw at the end of each of its turns, ending the effect 
  on itself on a success. Emptying a vial of holy water on the 
  target ends the effect on it early.
  Charm: The penanggal targets one humanoid it can see with-
  in 30 ft. of it. If the target can see the penanggal, the target 
  must succeed on a DC 15 Wisdom saving throw against this 
  magic or be Charmed by the penanggal. The Charmed target 
  regards the penanggal as a trusted friend to be heeded and 
  protected. Although the target isn’t under the penanggal’s 
  control, it takes the penanggal’s requests or Actions in the 
  most favourable way it can.
  Each time the penanggal or the penanggal’s companions do 
  anything harmful to the target, it can repeat the saving throw, 
  ending the effect on itself on a success. Otherwise, the effect 
  lasts 24 hours or until the penanggal is destroyed.
  
  75
  CHAPTER 6 | BESTIARY
  Sanguineous Drinker
  Skeletal undead whose blood-soaked organs glisten 
  and swing within their rib-cage and whose arms and 
  legs end in jagged, bloody claws. This undead intent 
  on draining the blood of any creature they encounter, 
  quickly closing into melee so that they can plunge their 
  hollow claws into the bodies of the living. Sanguineous 
  drinkers are not natural creatures Necromancers 
  create them from corpses boiled in blood.  
     The abodes of sanguineous drinkers contain blood 
  and corpses, making them attractive to vermin. Those 
  who hunt this undead often encounter swarms of 
  insects before battling the sanguineous drinker itself. 
  A sanguineous drinker attacks any living creatures 
  entering its domain, stopping only when it or the 
  invaders are dead. 
     Sanguineous drinkers often fight alongside other 
  intelligent undead that value their ferocity and lust for 
  blood. Necromancers and cunning undead spellcasters 
  create sanguineous drinkers to serve as guards, 
  sometimes placing them among weaker undead to 
  trouble possible intruders.
  Seszrath
  Cast out from the vilest pits of darkness in the Abyss, 
  the seszrath is a horrible monstrosity, composed of 
  fused corpses and demonic essence. The ravening 
  madness of these demons manifests as a never-ending 
  desire to feed. 
     Undead Nature. Though they do not require food 
  for sustenance, seszraths are driven by the perverse 
  pleasure of hunting, slaying, and consuming sentient 
  pray. It is thought that the first seszrath was created 
  during the birth of the Abyss. However, little is known 
  of these creatures. In particular, how they continue to 
  spawn and from what matter they are created is the 
  source of conjecture.  Some believe that new seszrath 
  are continually spawned by an undiscovered demon 
  lord-perhaps an unknown primordial who manipulates 
  the power of undeath as an affront to Orcus. Others 
  believe that seszraths are born of a gate between the 
  Abyss and the Shadowfell, thought to exist at the 
  deepest levels of both planes.  
     Few creatures fight alongside seszraths since they 
  are likely to attack allies as enemies in the heat 
  of battle. Seszraths are typically found only in the 
  company of other seszraths or in services of more 
  powerful demons, such as balors and glabrezus. Many 
  demon lords maintain forces of these creatures in the 
  Abyss. Some also send seszraths to the Material Plane 
  to destroy the cults of their enemies.  
     Seszraths in Combat. Seszraths are brutal frontline 
  fighters, oblivious to danger as they take the battle to 
  the enemy. Their tactical sense extends no further than 
  smashing into the nearest and largest group of foes. A 
  seszrath ignores its allies, as those creatures circle to 
  pounce on foes laid low by its vicious throw.  
  Sanguineous Drinker
  Medium undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 40 ft.
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralysed,  
    poisoned
  Senses darkvision 30ft., passive Perception 11
  Languages one  language it spoke in life 
  Challenge 5 (1,800 XP)
  Blood Spray. As a bonus action, a sanguineous drinker can 
  spray blood from its exposed organs into each square ad-
  jacent to it. These squares become slippery for 10 minutes. 
  Each time a creature that is not sanguineous drinker enters 
  one of those squares for the first time on its turn, it must 
  succeed on a DC 15 Dexterity saving throw or fall prone.
  Actions
  Multiattack. The sanguineous drinker makes two claw at-
  tacks.
  Blood Drain Claw. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 9 
  (2d8) necrotic damage and the target has to make a DC 14 
  Constitution saving throw or have his hit points maximum 
  decreased by an amount equal to the necrotic damage taken. 
  The reduction lasts until the target finishes a Long Rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  19 (+4)
  7 (-2)
  10 (+0)
  14 (+1)
  
  76
  CHAPTER 6 | BESTIARY
  Wendigo
  Nearly all the cultures of the world feature prohibitions 
  against cannibalism-a crime against the laws of nature 
  and the gods. A mortal that commits cannibalism 
  creates a spiritual gateway to the Abyss, through 
  which the dreaded demon known as the wendigo can 
  travel. Once it reaches the world, a wendigo warps the 
  cannibal’s soul and body, turning into a flesh-eating 
  monster that reflects the madness of the Abyss. 
     Not all mortals commit cannibalism to draw the 
  attention of a wendigo to themselves. Those that do, 
  though, are bound within the 
  wendigo’s form until the demon is slain. For a mortal 
  that consumed forbidden flesh out of desperation 
  or dark need, existence as a wendigo is a never-
  ending nightmare. Trapped in that demonic form, 
  the creature’s consciousness endures only enough to 
  maintain awareness of its hunger and the number of 
  sentient creatures it has slain. For mortals that indulge 
  in cannibalism by choice, the curse of the wendigo can 
  become a blessing. A wendigo created from a willing 
  host maintains more of its former knowledge and can 
  use that knowledge to seek bloody retribution against 
  old enemies. 
  Wendigos are solitary creatures whose madness 
  drives them to inhabit desolate lands. These demons 
  sometimes hunt in the company of dire animals, worgs, 
  and owlbears, as well as other creatures that share 
  their ravenous appetites. A wendigo that leads such a 
  hunting pack trains its servants over time, using them 
  to great effect as it harries its quarry.
  Seszrath 
  Huge fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 266 (20d12 + 140)
  Speed 30 ft.
  Saving Throws Strength +13, Constitution +11
  Vulnerabilities radiant
  Damage Resistances cold, fire, lightning; bludgeoning, 
     piercing and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 120ft., passive Perception 13
  Languages Abyssal
  Challenge 16 (15,000 XP)
  Magic Resistance. The seszrath has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The seszrath’s attacks are magical. 
  Siege Monster. The seszrath deals double damage to objects 
  and structures.
   
  Actions
  Multiattack. The seszrath makes two vicious grab attacks, 
  uses reel, and makes one attack with its consuming bite. The 
  seszrath can replace each vicious grab attack with a tentacle 
  smash or a vicious throw attack.  
  Tentacle Smash. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 23 (3d10 + 8) bludgeoning damage.
  Consuming Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 28 (4d10 + 8) piercing damage. The target is 
  grappled (escape DC 21) Until the grapple ends, the target 
  is restrained and has disadvantage on Strength checks and 
  Strength saving throws. If the target starts it’s turn grappled 
  by seszrath’s bite, it suffers 11 (2d10) necrotic damage. The 
  target dies if the necrotic damage reduces its hit points to 0.
  Vicious Grab. Melee Weapon Attack: +13 to hit, reach 25 ft., 
  one creature. The target is grappled (escape DC 21) Until the 
  grapple ends, the target is restrained and has disadvantage 
  on Strength checks and Strength saving throws, and the 
  seszrath can’t use the same vicious grab on another target. 
  Vicious Throw. The seszrath throws a creature grappled by it, 
  with immense force, up to 30ft. away from it. The creature 
  has to make a DC 21 Dexterity saving throw, taking 25 
  (5d10) bludgeoning damage on a failed save or half as much 
  on a successful one. 
  Reel. The seszrath pulls each creature grappled by it up to 20  
  ft. straight toward it.
  Earthsplitting  Smash (Recharge 5-6). Each creature within 15 
  feet of the seszrath must make a DC 21 Dexterity saving 
  throw, taking 42 (8d10) bludgeoning damage on a failed save, 
  or half as much damage on a successful one.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  15 (+2)
  24 (+7)
  10 (+0)
  10 (+0)
  8 (-1)
  
  77
  CHAPTER 6 | BESTIARY
  Wendigo Manhunter 
  Medium fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 79 (12d8 + 24)
  Speed 40 ft.
  Skills Athletics +6, Stealth +5
  Damage Immunities poison
  Damage Resistances acid, cold, fire
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60ft., passive Perception 13
  Languages Common, Abyssal
  Challenge 5 (1,800 XP)
  Aura of Fear. Every creature within 10 feet of the wendigo, 
  makes Wisdom saving throws with disadvantage.
  Beyond Sight. Whenever the wendigo ends it’s turn 5 feet 
  near a creature, it turns invisible until the end of wendigo’s 
  next turn. The invisibility ends early, if the wendigo attacks 
  or uses an ability. 
   
  Actions
  Multiattack. The wendigo makes a claw and a bite attack.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (3d6 + 4) slashing damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (3d6 + 4) piercing damage and the wendigo regains 
  hit points equal to half the damage dealt. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  17 (+3)
  14 (+2)
  11 (+0)
  14 (+2)
  9 (-1)
  Wendigo Manhunter
  A manhunter wendigo stalks creatures for days before 
  attacking. Once its feast begins, the wendigo moves 
  invisibly from target to target making sure it surprise 
  and devastate its targets. 
  Wendigo Soulhunter
  As a wendigo consumes mortal flesh, it grows in 
  power. When a wendigo becomes a soul catcher, it 
  takes mad pleasure not only in the slaying but in 
  temporarily bestowing its curse on the creatures that 
  fear it. Forcing those enemies to gorge themselves 
  on their allies’ flesh and blood, while the soul catcher 
  becomes stronger. 
  Wendigo Soulcatcher
  Medium fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 140 (17d8 + 24)
  Speed 40 ft.
  Skills Athletics +9, Stealth +8
  Damage Immunities poison
  Damage Resistances acid, cold, fire
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60ft., passive Perception 16
  Languages Common, Abyssal
  Challenge 10 (5,900 XP)
  Aura of Fear. Every creature within 10 feet of the wendigo, 
  makes Wisdom saving throws with disadvantage.
  Beyond Sight. Whenever the wendigo ends it’s turn 5 feet 
  near a creature, it turns invisible until the end of wendigo’s 
  next turn. The invisibility ends early, if the wendigo attacks 
  or uses an ability. 
   
  Actions
  Multiattack. The wendigo uses it’s inflame the hungry soul 
  ability. It then makes a claw and a cannibal’s bite attack.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (3d6 + 5) slashing damage.
  Cannibal’s Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 21 (4d8 + 5) piercing damage and the  
  wendigo regains hit points equal to half the damage dealt. 
  Inflame the Hungry Soul (Recharge 5-6).  The wendigo taps 
  into the deepest fears of a humanoid it can see within 10 
  feet. The target must make a DC 16 Wisdom saving throw. 
  On a failed save, the target becomes frightened for 1 minute. 
  The target takes 15 (3d10) psychic damage at the start of 
  each of its turns. The creature can repeat the saving throw 
  at the end of each of its turns ending the effect on itself on 
  a success and becoming immune to wendigo’s inflame the 
  hungry soul feature for the next 24 hours. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  19 (+4)
  18 (+4)
  14 (+2)
  17 (+3)
  13 (+1)
  
  78
  CHAPTER 6 | BESTIARY
  Wrack Spawn
  Among the many crimes committed by the demonkind 
  is the abduction of good-aligned petitioners from their 
  final resting places. Such raids are uncommon but 
  occur whenever demons incur into the well-aligned 
  planes or abduct souls before they can be properly 
  judged and sorted to the correct afterlife. These souls 
  are tormented and tortured endlessly by demons, and 
  the souls that are the least fortunate are transformed 
  into wrackspawn. These creatures are simultaneously 
  horrifying and pitiful, as they represent a soul having 
  been completely warped into a monster through 
  demonic ritual. Most wrackspawn are then abandoned 
  to their own devices, as they are not nearly so much 
  fun to abuse after having been corrupted, but some 
  are gathered into the armies of demon lords or other 
  sovereign powers of the Abyss. 
     Wrackspawn have no place in any natural ecology 
  and exist only to injure and kill other creatures. 
  Although they require no food, they feed on flesh 
  whenever possible, relishing the terror their actions 
  create. When not rampaging and killing, wrackspawn 
  spend most of their time mutilating themselves 
  further—the closest thing they have to leaders among 
  their kind are the largest, strongest and most bizarrely 
  deformed. Their spears and armor are scavenged from 
  whatever detritus they can find. Some wrackspawn 
  even craft their spears from their bones ripped from a 
  useless limb or assembled from malformed ribs. 
  Wrack Spawn
  Medium fiend, chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 25 ft.
  Condition Immunities charmed, frightened
  Senses Darkvision 30ft., passive Perception 10
  Languages Understands Common, Undercommon
  Challenge 1/2 (100 XP)
  Share Pain. When a wrack spawn takes damage that does 
  not reduce it to 0 hit points, every creature within 10 feet of 
  it that lacks this trait takes 2 psychic damage.
  Actions
  Multiattack. The wrack spawn makes one spear attack and 
  one claw attack.
  Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  8 (-1)
  17 (+3)
  7 (-2)
  10 (+0)
  9 (-1)
  Shambling towards you is a distorted 
  humanoid form, its body flayed and burned. 
  Its eyeless face is contorted in rage, and it 
  clutches a wicked looking spear in one of its 
  hands.
  Wendigo Primal Spirit 
  Medium fiend (demon), chaotic evil
  Armor Class 21 (natural armor)
  Hit Points 244 (24d8 + 24)
  Speed 40 ft.
  Skills Athletics +13, Stealth +12
  Damage Immunities poison
  Damage Resistances acid, cold, fire, force
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60ft., passive Perception 19
  Languages Common, Abyssal
  Challenge 16 (15,000 XP)
  Aura of Fear. Every creature within 10 feet of the wendigo, 
  makes Wisdom saving throws with disadvantage.
  Beyond Sight. Whenever the wendigo ends it’s turn 5 feet 
  near a creature, it turns invisible until the end of wendigo’s 
  next turn. The invisibility ends early, if the wendigo attacks 
  or uses an ability. 
   
  Actions
  Multiattack. The wendigo makes two claw attacks and a 
  cannibal’s bite attack.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 16 (3d6 + 7) slashing damage.
  Cannibal’s Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 23 (4d8 + 7) piercing damage and the wen-
  digo regains hit points equal to half damage dealt. 
  Theft of Flesh. Ranged Spell Attack: +12 to hit, range 30 feet., 
  one target. Hit: 20 (4d10) necrotic damage and the wendigo 
  regains hit points equal to half the damage dealt. 
   
  Hunger Born from Fear (Recharges 5-6). Every creature within 
  30 feet of the wendigo primal spirit must succeed on a DC 
  19 Wisdom saving throw or become charmed by the wen-
  digo for 1 minute. Every charmed creature, must use their 
  action before moving on each of its turns to make a melee 
  attack against a creature other than it self that the wendigo 
  mentally chooses. At the end of each of its turns the target 
  can repeat its saving throw, ending the effect on itself on a 
  success. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  23 (+6)
  22 (+6)
  18 (+4)
  20 (+5)
  17 (+3)
  Wendigo Primal Spirit
  The oldest wendigos possess a hunger that drives them 
  to consume their flesh in a grisly feast of self-destruction. 
  Wandering the world as a demonic shade, a wendigo 
  primal spirit is doomed to slay the creatures it once 
  called kin, but to never slake its hunger on its flesh. 
  
  79
  APPENDIX | NONPLAYER CHARACTERS
  Appendix: Nonplayer Characters
  
  80
  APPENDIX  | NONPLAYER CHARACTERS
  This appendix contains statistics for various humanoid 
  nonplayer characters (NPCs)--whether friend or 
  foe-- expanding on appendix B of the Monster Manual 
  and Volo’s Guide to Monsters. These stat blocks can 
  represent human and nonhuman NPCs and you can 
  add racial traits to further customize them. 
  Appendix: Nonplayer Characters
  Bloodcursers
  Bloodcurser rogues, are masters of infusing their 
  precise strikes with the use of blood curses that hinder 
  their targets.
  Bloodcurser
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  Saving Throws Dex +7, Int +3
  Skills Acrobatics +9, Athletics +3, Perception +3, Sleight of   
     Hand +7, Stealth +7
  Senses passive Perception 13
  Languages any one language (usually Common) plus 
     thieves’ cunt
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The bloodcurser’s innate spellcasting ability 
  is Intelligence. It can innately cast the following spells (spell save 
  DC 14), requiring no material components.
  2/day each: bane, hex , sleep
  Cunning Action. On each of its turns, the bloodcurser can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Evasion. If the bloodcurser is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  bloodcurser instead takes no damage if it succeeds on the sav-
  ing throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The bloodcurser deals an extra 14 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the bloodcurser that isn’t incapacitated and the 
  bloodcurser have disadvantage on the attack roll.
  Actions
  Multiattack. The bloodcurser makes two attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320ft., 
  one target. Hit: 8 (1d8 +4) piercing damage.
  ReActions
  Uncanny Dodge. The bloodcurser halves the damage that it takes 
  from an attack that hits it. The bloodcurser must be able to see 
  the attacker.
  Bloodcurser Instigator
  Medium humanoid (any race), any non-good alignment
  Armor Class 18 (studded leather, while holding 2 weapons)
  Hit Points 123 (19d8 + 38)
  Speed 30 ft.
  Saving Throws Dex +11, Int +8
  Skills Acrobatics +11, Athletics +6, Perception +8, Sleight of   
     Hand +11, Stealth +13
  Senses passive Perception 14
  Languages any two languages plus thieves’ cunt
  Challenge 10 (5,900 XP)
  Innate Spellcasting. The bloodcurser’s innate spellcasting ability 
  is Intelligence. It can innately cast the following spells (spell save 
  DC 16), requiring no material components.
  2/day each: bane, hex , sleep
  Cunning Action. On each of its turns, the bloodcurser can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Evasion. If the bloodcurser is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  bloodcurser instead takes no damage if it succeeds on the sav-
  ing throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The bloodcurser deals an extra 24 (7d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the bloodcurser that isn’t incapacitated and the 
  bloodcurser have disadvantage on the attack roll.
  Improved Mortal Wounds. If you hit a creature with your Sneak 
  Attack feature, the target has to make a Constitution saving 
  throw. On a failed save, it suffers, 15 necrotic damage at the 
  start of each of its turns and it can’t regain hit points. The target 
  can repeat the saving throw at the end of each of its turns. A 
  successful save ends the effect on itself. 
   The bloodcurser can suffer 10 damage and it’s target makes its 
  Constitution save with disadvantage.   
   
  Actions
  Multiattack. The bloodcurser makes three attacks with its rapier.
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320ft., 
  one target. Hit: 8 (1d8 +4) piercing damage.
  ReActions
  Uncanny Dodge. The bloodcurser halves the damage that it takes 
  from an attack that hits it. The bloodcurser must be able to see 
  the attacker.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  14 (+2)
  14 (+2)
  11 (+0)
  12 (+1)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  20 (+5)
  14 (+2)
  19 (+4)
  13 (+1)
  14 (+2)
  
  81
  APPENDIX | NONPLAYER CHARACTERS
  Drow Elf Bloodcurser
  
  82
  APPENDIX  | NONPLAYER CHARACTERS
  Bloodrager
  Medium humanoid (any race), any alignment
  Armor Class 16 (natural armor)
  Hit Points 114 (12d12 + 36)
  Speed 40 ft.
  Saving Throws Str +7, Con +6
  Skills Athletics +9, Survival +5, Perception +6
  Damage Resistances cold, bludgeoning, piercing and slashing 
  (while raging)
  Senses passive Perception 13
  Languages any one Language (usually Common)
  Challenge 5 (1,800 XP)
  Reckless. At the start of its turn, the bloodrager can gain advan-
  tage on all melee weapon attack rolls during that turn, but attack 
  rolls against it have advantage until the start of its next turn.
  Rage. The bloodrager can rage as bonus action gaining the fol-
  lowing benefits:
  • 
  The bloorager has advantage on Strength checks and 
  Strength saving throws
  • 
  When the bloodrager makes a melee weapon attack using 
  Strength, he deals 3 additional damage.
  • 
  The bloodrager has resistance to bludgeoning, piercing and 
  slashing damage. 
  Bloodlust. The bloodrager deal 6 additional damage against crea-
  tures that are missing hit points, while raging.
  Bloodseeker. The bloodrager can take the Dash action as a bonus 
  action while raging, against enemies that are missing hit points. 
   
  Actions
  Multiattack. The bloodrager makes two attacks with its greataxe.
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 11 (1d12 + 4) slashing damage + 3 slashing damage while 
  raging.
  Bloodrager Chieftain 
  Medium humanoid (any race), any alignment
  Armor Class 17 (natural armor)
  Hit Points 331 (22d12 + 88)
  Speed 40 ft.
  Saving Throws Str +7, Con +6
  Skills Athletics +12, Survival +8, Perception +8
  Damage Resistances cold, bludgeoning, piercing and slashing 
  (while raging)
  Senses passive Perception 15
  Languages any one Language (usually Common)
  Challenge 10 (5,900 XP)
  Reckless. At the start of its turn, the bloodrager can gain advan-
  tage on all melee weapon attack rolls during that turn, but attack 
  rolls against it have advantage until the start of its next turn.
  Rage. The bloodrager can rage as bonus action gaining the fol-
  lowing benefits:
  • 
  The bloorager has advantage on Strength checks and 
  Strength saving throws
  • 
  When the bloodrager makes a melee weapon attack using 
  Strength, he deals 3 additional damage.
  • 
  The bloodrager has resistance to bludgeoning, piercing and 
  slashing damage. 
  Brutal Critical. The bloodrager can roll three additional weapon 
  damage dies when determining the extra damage for a critical 
  hit with a melee attack.
  Relentless Rage. If the bloodrager drops to 0 hit points while 
  raging and don’t die outright, it can make a DC 10 Constitution 
  saving throw. If it succeeds, it drops to 1 hit points instead. 
     Each time the bloodrager uses this feature, the DC increases 
  by 5. When it finishes a short or long rest the DC resets to 10.
   
  Bloodlust. The bloodrager deal 11 additional damage against 
  creatures that are missing hit points, while raging.
  Bloodseeker. The bloodrager can take the Dash action as a bonus 
  action while raging, against enemies that are missing hit points.
  Hematic Mark (once per Short Rest). The bloodrager can mark a 
  creature within 30 feet of it as a bonus action while raging. The 
  next time it hits the creature with a melee weapon attack, the 
  target suffers 3d12 extra weapon damage from the hit.  
   
  Actions
  Multiattack. The bloodrager makes two attacks with its greataxe.
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (1d12 + 5) slashing damage + 4 slashing damage while 
  raging.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  16 (+3)
  8 (-1)
  12 (+1)
  10 (+0)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  18 (+4)
  12 (+1)
  14 (+2)
  10 (+0)
  Bloodrager Barbarians
  Bloodragers, feed on the pain and anguish suffered in 
  combat to inflame their rage. They are perfect hunting 
  down injured creatures, using their blood to bolster 
  their defenses and make their attacks even more 
  potent.
  
  83
  APPENDIX | NONPLAYER CHARACTERS
  
  84
  APPENDIX  | NONPLAYER CHARACTERS
  Blood Arts Monk 
  Blood arts monks are deadly assassins and bounty 
  hunters. They use their talent in manipulating blood to 
  manifest blood blades that tear through their enemies’ 
  bodies.  
  Blood Arts Adept
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (unarmored defence)
  Hit Points 60 (11d8 + 11)
  Speed 40 ft.
  Saving Throws Dex +6, Wis +6
  Skills Acrobatics +5, Insight +5, Stealth +5
  Senses passive Perception 13
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP)
  Magic Blood Blades Strikes. Blood arts adept’s, blood blade strikes 
  are magical. 
  Evasion. If the blood arts adept is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half dam-
  age, the blood arts adept instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
   
  Actions
  Multiattack. The blood arts adept makes three blood blades at-
  tacks or three dart attacks.
  Blood Blades. Melee Weapon Attack: +7 to hit, reach 15 ft., one 
  target. Hit: 7 (1d8 + 3) slashing or necrotic damage (blood art 
  adept’s choice). If the target is a creature, the adept can choose 
  one of the following additional effects, if it hit the creature with 
  at least two attacks:
  •  The blood arts adept regains hit points equal to half of the 
  damage its attacks dealt. 
  •  The creature must succeed on a DC 14 Constitution saving 
  throw or disadvantage on all attack rolls against targets other 
  than it until the end of its next turn.
  •  The creature must succeed on a DC 14 Wisdom saving throw 
  or have disadvantage on the next saving throw it makes before 
  the end of its next turn.
  ReActions
  Deflect Missile. In response to being hit by a ranged weapon 
  attack, the adept deflects the missile. The damage it takes from 
  the attack is reduced by 1d10 + 6. If the damage is reduced to 0, 
  the adept catches the missile if it’s small enough to hold in one 
  hand and the adept has a hand free. 
  Slow Fall. Blood arts adept reduces the bludgeoning damage it 
  takes from a fall by 100. 
  Blood Arts Master
  Medium humanoid (any race), any non-good alignment
  Armor Class 19 (unarmored defence)
  Hit Points 104 (20d8 + 20)
  Speed 50 ft.
  Saving Throws Dex +10, Wis +8
  Skills Acrobatics +12, Insight +9, Stealth +9
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 15
  Languages all spoken languages
  Challenge 10 (5,900 XP)
  Magic Blood Blades Strikes. Blood arts master’s, blood blade 
  strikes are magical. 
  Evasion. If the blood arts master is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, the blood arts master instead takes no damage if it suc-
  ceeds on the saving throw, and only half damage if it fails. 
   
  Master of Blood. The blood arts master can transform its physi-
  cal body into the same form of blood that comprises its blood 
  blades. As a bonus action, it assumes a blood form, which grants 
  the following benefits:
  • It has resistance to all damage.
  • Its blood blade attacks score a critical hit on a roll of 19 or  
     20.
  • It can move through other creatures and objects as if they 
  were difficult terrain. 
  It take 5 force damage if it ends its turn inside an object.
  Actions
  Multiattack. The blood arts master makes three blood blades 
  attacks or three dart attacks.
  Blood Blades. Melee Weapon Attack: +10 to hit, reach 15 ft., one 
  target. Hit: 10 (1d10 + 5) slashing or necrotic damage (blood art 
  master’s choice). If the target is a creature, the adept can choose 
  one of the following additional effects, if it hit the creature with 
  at least two attacks:
  •  The blood arts master regains hit points equal to half of the 
  damage its attacks dealt. 
  •  The creature must succeed on a DC 17 Constitution saving 
  throw or disadvantage on all attack rolls against targets other 
  than it until the end of its next turn.
  •  The creature must succeed on a DC 17 Wisdom saving throw 
  or have disadvantage on the next saving throw it makes before 
  the end of its next turn.
  ReActions
  Deflect Missile. In response to being hit by a ranged weapon 
  attack, the master deflects the missile. The damage it takes from 
  the attack is reduced by 1d10 + 6. If the damage is reduced to 0, 
  the master catches the missile if it’s small enough to hold in one 
  hand and the master has a hand free. 
  Slow Fall. Blood arts master reduces the bludgeoning damage it 
  takes from a fall by 100. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  17 (+3)
  13 (+1)
  11 (+0)
  16 (+3)
  10 (+0)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  20 (+5)
  13 (+1)
  11 (+0)
  19 (+4)
  10 (+0)
  
  85
  APPENDIX | NONPLAYER CHARACTERS
  Blood Fanatic Lieutenant
  Medium humanoid (any race), any non-good alignment
  Armor Class 18 (plate armor)
  Hit Points 187 (22d8 + 88)
  Speed 30 ft.
  Saving Throws Str +9, Con +7
  Skills Athletics +11, Intimidation +7, Perception +7
  Condition Immunities frightened
  Senses passive Perception 16
  Languages any language (usually Common)
  Challenge 10 (5,900 XP)
  Indomitable(2/Day). The blood fanatic rerolls a failed saving 
  throw. 
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action , the blood fanatic can regain 20 hit points.
  Fatal Wounds (4/Day). The blood fanatic can do an additional 
  1d12 slashing damage when hitting with a melee attack. 
  Blood Frenzy. While the blood fanatic lieutenant has less than 
  one third of its hit points maximum, his weapon attacks deal the 
  maximum die damage whenever he hits. 
   
  Actions
  Multiattack. The blood fanatic makes three attacks with its 
  greatsword or its shortbow.
  Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one 
  target. Hit: 7 (1d8 + 2) piercing damage.
  Dreadful Presence (Recharges after a Short or Long Rest). The blood 
  fanatic’s presence inspires fear to every enemy near him. Each 
  enemy within 30 feet of the blood fanatic  must succeed on a 
  DC 14 Wisdom saving throw or be frightened for 1 minute. If a 
  frightened target end its turn more than 30  feet away from the 
  blood fanatic , the target can repeat its saving throw, ending the 
  effect on itself on a success. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  18 (+4)
  13 (+1)
  15 (+2)
  12 (+1)
  Blood Fanatic
  Medium humanoid (any race), any non-good alignment
  Armor Class 18 (with shield)
  Hit Points 88 (12d8 + 36)
  Speed 30 ft.
  Saving Throws Str +7, Con +5
  Skills Athletics +9, Intimidation +5, Perception +6
  Condition Immunities frightened
  Senses passive Perception 13
  Languages any language (usually Common)
  Challenge 5 (1,800 XP)
  Fatal Wounds(3/Day). The blood fanatic can do an additional 1d8 
  slashing damage when hitting with a melee attack. 
   
  Actions
  Multiattack. The blood fanatic makes two attacks with its bat-
  tleaxe.
  Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 4) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  11 (+0)
  12 (+1)
  10 (+0)
  Blood Fanatics
  Blood Fanatics are fighters that love battles and 
  the sight of blood. They are usually highly skilled 
  sellswords, arena warriors or members of a cult. 
  Whatever path they choose to pursue, they all have 
  one thing in common, they prefer to fight till their last 
  breath, never holding back to a worthy opponent. 
  
  86
  APPENDIX  | NONPLAYER CHARACTERS
  Blood Hunter
  Blood hunter rangers follow an ancient tradition of 
  blood magic, weakening their enemies with powerful 
  curses. A blood hunter seeks out grim creatures that 
  would threaten the broader world.
  Blood Hunter
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (studded leather)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  Saving Throws Str +4, Dex +7, Con +4
  Skills Acrobatics +7, Athletics +3, Perception +5
  Senses passive Perception 15
  Languages any one language 
  Challenge 5 (1,800 XP)
  Spellcasting. The blood hunter is a 10th-level spellcaster. Its  
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with 
  spell attacks). The blood hunter has the following ranger spells 
  prepared:
  1st level (4 slots): bane, detect magic, hunter’s mark, zephyr strike
  2nd level (3 slots): blindness/deafness, cordon of arrows, silence
  3rd level (2 slots): bestow curse, flame arrows
  Locate Blood Tracks (recharge after a Short Rest). As an action the 
  bloodhunter can sense the distance and the direction of the 
  closest creature that is bleeding within 1 mile of it. This ability 
  has no effect on sensing creatures that lack blood.
  Hemoplague (recharge after a Short Rest). As a bonus action the 
  blood hunter can curse a creature for 1 minute. Until the curse 
  ends:
  •  It deals 3 additional damage with each weapon attack against 
  the cursed target
  •  The first attack it makes against the target in each of its turns 
  is made with advantage. 
   
  Actions
  Multiattack. The blood hunter makes two attacks with its scimi-
  tar or its longbow.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (1d6 + 6) piercing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600ft., 
  one target. Hit: 8 (1d8 +4) piercing damage.
  Blood Huntmaster
  Medium humanoid (any race), any non-good alignment
  Armor Class 17 (studded leather)
  Hit Points 153 (18d8 + 72)
  Speed 40 ft.
  Saving Throws Str +7, Dex +11, Con +7
  Skills Acrobatics +13, Athletics +8, Perception +8
  Senses Blindshight 30ft., passive Perception 17
  Languages any one language 
  Challenge 10 (5,900 XP)
  Spellcasting. The blood hunter is a 10th-level spellcaster. Its  
  spellcasting ability is Wisdom (spell save DC 16, +8 to hit with 
  spell attacks). The blood hunter has the following ranger spells 
  prepared:
  1st level (4 slots): bane, detect magic, hunter’s mark, zephyr strike
  2nd level (3 slots): blindness/deafness, cordon of arrows, silence
  3rd level (2 slots): bestow curse, flame arrows
  4th level (2 slots): banishment, locate creature
  5th level (1 slot): contagion
  Fleet of Foot. Blood Hunter can use the Dash action as a bonus 
  action on its turns.
  Vanish. Blood Hunter can use the Hide action as a bonus action 
  on its turn. Also the blood hunter can’t be tracked by nonmagi-
  cal means, unless it chooses to leave a trail.
  Locate Blood Tracks (recharge after a Short Rest). As an action the 
  blood stalker can the distance and the direction of the closest 
  creature that is bleeding within 1 mile of it. This ability has no 
  effect on sensing creatures that lack blood.
  Hunters Pursuit. Attacks of opportunity are made with disadvan-
  tage against the blood hunter.
  Improved Hemoplague (recharge after a Short Rest). As a bonus 
  action the blood hunter can curse a creature for 1 minute. Until 
  the curse ends:
  •  It deals 6 additional damage with each weapon attack against 
  the cursed target.
  •  The first attack it makes against the target in each of its turns 
  is made with advantage.
  •  Ignore the target’s resistances or immunities (if any). 
   
  Actions
  Multiattack. The blood hunter makes three attacks with its scimi-
  tar or its longbow.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 10 (1d6 +7) piercing damage.
  Longbow. Ranged Weapon Attack: +10 to hit, range 150/600ft., 
  one target. Hit: 9 (1d8 +5) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  16 (+3)
  11 (+0)
  15 (+2)
  10 (+0)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  18 (+4)
  13 (+1)
  18 (+4)
  12 (+1)
  
  87
  APPENDIX | NONPLAYER CHARACTERS
  Blood Knight
  A Blood Knight believes that violence is a great tool 
  to achieve someone’s goals. Although their presence 
  is not welcomed by most of the civilizations, those 
  in need of urgent help would not hesitate for the 
  assistance of a blood-rusted armored knight.
  Blood Knight 
  Medium humanoid (any race), any non-good alignment
  Armor Class 17 (splint)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  Saving Throws Wis +5, Cha +5
  Skills Athletics +7, Deception +5, Intimidation +5 
  Condition Immunities frightened
  Senses passive Perception 13
  Languages any language (usually Common)
  Challenge 5 (1,800 XP)
  Healing (1/Day). The blood knight, or one creature it touches 
  regains up to 50 hit points.
  Divine Sense. The blood knight has advantage on Wisdom (Per-
  ception) checks made to perceive evil-aligned creatures.
  Spellcasting. The blood knight is a 8th-level spellcaster. Its  spell-
  casting ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). The blood knight has the following spells prepared:
  1st level (4 slots): bane, command, inflict wounds, searing smite
  2nd level (3 slots): darkness, blindness/deafness, branding smite
  3rd level (3 slots): bestow curse, vampiric touch 
   
  Actions
  Multiattack. The blood knight makes two attacks with its 
  greatsword.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 4) slashing damage.
  Blood Knight Commander 
  Medium humanoid (any race), any non-good alignment
  Armor Class 20 (plate, shield)
  Hit Points 203 (22d10 + 88)
  Speed 30 ft.
  Saving Throws Wis +9, Cha +9
  Skills Athletics +11, Deception +9, Intimidation +9 
  Condition Immunities frightened
  Senses passive Perception 15
  Languages any two languages
  Challenge 13 (10,000 XP)
  Healing (1/Day). The blood knight, or one creature it touches 
  regains up to 100 hit points.
  Divine Sense. The blood knight has advantage on Wisdom (Per-
  ception) checks made to perceive evil-aligned creatures.
  Cleansing Touch (3/Day). The blood knight can use its action to 
  end one spell on itself or a willing creature that it touches.
  Blood Ward (Recharges after a Long Rest). When blood knight is 
  reduced to 0 hit points but not killed outright, it drops to 1 hit 
  point instead.
  Crimson Herald (1/Day). As an action the blood knight, surrounds 
  itself with an aura of blood that lasts for 1 minute and gives it 
  the following benefits:
  • Whenever a creature damages the blood knight, it takes 10 
  necrotic damage
  • At the start of each of its turns, it regains 10 hit points.
  • It can use a bonus action on its turn, to cause the blood in its 
  aura to attack one creature. It makes a melee spell attack as a 
  bonus action, against the target. If the attack hits, the target 
  takes 15 (3d10) necrotic damage.
  Spellcasting. The blood knight is a 17th-level spellcaster. Its  
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with 
  spell attacks). The blood knight has the following spells pre-
  pared:
  1st level (4 slots): bane, command, inflict wounds, searing smite
  2nd level (3 slots): darkness, blindness/deafness, branding smite
  3rd level (3 slots): bestow curse, vampiric touch
  4th level (2 slots): blight, death ward
  5th level (2 slots): antilife shell, contagion 
   
  Actions
  Multiattack. The blood knight makes three attacks with its 
  longsword.
  Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one tar-
  get. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 +7) slashing 
  damage if used with two hands, plus 12 (3d8) necrotic damage.
  ReActions
  Parry. The blood knight adds 4 to its AC against one melee at-
  tack that would hit it. To do so, the blood knight must see the 
  attacker and be wielding a melee weapon.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  16 (+3)
  11 (+0)
  14 (+2)
  15 (+2)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (+0)
  18 (+4)
  11 (+0)
  14 (+2)
  17 (+3)
  
  88
  APPENDIX  | NONPLAYER CHARACTERS
  Blood Lord’s Hand 
  Blood Lord’s Hand gain their powers through magical 
  pacts forged with Haemnathuun the Blood Lord 
  himself or powerful Vampire Lords. These warlocks 
  usually have blood markings etched on their bodies, 
  that allows them to store their patron spells. 
  Blood Lord’s Hand
  Medium humanoid (any race), any alignment
  Armor Class 16 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, History +4
  Senses darkvision 60ft., passive Perception 11
  Languages any two languages
  Challenge 6 (2,300 XP)
  Blood Lord Skin. While the blood hand isn’t wearing any armor, 
  its AC equals 13 + its Constitution modifier.
  Innate Spellcasting. The blood hand’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells (spell save DC 
  15), requiring no material components.
  At will: disguise self, levitate(self only), silent image, speak with    
     dead
  1/day: vampiric touch
  Spellcasting. The blood hand is a 9th-level spellcaster. Its  spell-
  casting ability is Charisma (spell save DC 15, +6 to hit with spell 
  attacks). It regains its expended spell slots when it finishes a 
  short or long rest. It knows the following warlock spells:
  Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, 
  minor illusion, prestidigitation, shocking grasp
  1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, 
  bestow curse, crown of madness, clairvoyance, greater invisibility, inflict 
  wounds, polymorph, dominate person. 
   
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  8 (1d6 +4) piercing damage. If the blood hand reduces a creature 
  to 0 hit points with this attack, it regains 10 hit points.
  Blood Lord’s Crimson Hand
  Medium humanoid (any race), any alignment
  Armor Class 17 (natural armor)
  Hit Points 140 (17d8 + 68)
  Speed 30 ft.
  Saving Throws Wis +7, Cha +11
  Skills Arcana +4, History +4
  Damage Resistances necrotic
  Senses darkvision 60ft., passive Perception 11
  Languages any two languages
  Challenge 9 (5,000 XP)
  Blood Lord Skin. While the blood hand isn’t wearing any armor, 
  its AC equals 13 + its Constitution modifier.
  Crimson Blood Resilience. The blood hand do not age and cannot 
  be aged magically. It doesn’t need to sleep either. Instead of 
  sleeping it enters a trance like state for 4 hours in which it is 
  aware of its surroundings. 
  Innate Spellcasting. The blood hand’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells (spell save DC 
  15), requiring no material components.
  At will: disguise self, levitate(self only), silent image, speak with    
     dead
  1/day each: feeblemind, finger of death, plane shift, vampiric touch
  Spellcasting. The blood hand is a 17th-level spellcaster. Its  
  spellcasting ability is Charisma (spell save DC 18, +10 to hit with 
  spell attacks). It regains its expended spell slots when it finishes 
  a short or long rest. It knows the following warlock spells:
  Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, 
  minor illusion, prestidigitation, shocking grasp
  1st-5th level (4 5th-level slots): armor of Agathys, arms of Hadar, 
  bestow curse, crown of madness, clairvoyance, greater invisibility, inflict 
  wounds, polymorph, dominate person. 
   
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 
  (1d6 +5) piercing damage. If the blood hand reduces a creature 
  to 0 hit points with this attack, it regains 10 hit points.
  Blood Infestation (recharges after a long rest). When the blood 
  hand hits a creature with a bite attack, it can assume a blood 
  form and infest the target’s body. While in that form, it has 
  resistance to all damage expect cold damage and cannot be 
  targeted directly with spells or attacks. If the target dies early 
  before it leaves its body, it reverts back to its original form. 
     At the end of its next turn, it leaves the hosts body overflow-
  ing the neural system with unimaginable pain. If the target is 
  not an undead or construct, it suffers 10d10 necrotic damage. If 
  the target is reduced to 0 hit points, the chosen regains 35 hit 
  points.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  16 (+3)
  11 (+0)
  12 (+1)
  18 (+4)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  18 (+4)
  15 (+2)
  14 (+2)
  20 (+5)
  
  89
  APPENDIX | NONPLAYER CHARACTERS
  Blood Mages 
  The vile secrets of blood magic are as incredible 
  as they are terrifying, allowing a wizard to access 
  overwhelming power. Those who delve in these 
  prohibited techniques are most commonly known as a 
  blood mages.
  Blood Mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (8d8 + 16)
  Speed 30 ft.
  Saving Throws Int +5, Wis +2
  Skills Arcana +5, History +5
  Senses passive Perception 10
  Languages any four languages
  Challenge 5 (1,800 XP)
  Spellcasting. The blood mage is a 7th-level spellcaster. Its  spell-
  casting ability is Intelligence (spell save DC 13, +5 to hit with 
  spell attacks). The blood mage has the following spells prepared:
  Cantrips (at will): blood beam, light, mage hand, shocking grasp,   
     ray of frost
  1st level (4 slots): mage armor, magic missile, shield, sleep 
  2nd level (3 slots): invisibility, mirror image
  3rd level (3 slots): blood hound, blood spear, fireball
  4th level (1 slot): sanguine explosion
  Blood Casting (8 Hit Dice/Half restored after a Long Rest): When 
  the blood mage casts a spell with a spell slot, it can expend two 
  Hit Dice to augment its effects for this casting. It can choose 
  one of the options detailed below:
  •  Amplification. If it rolls damage for the spell when it casts it, in-
  crease the damage against every target by 2d8 necrotic damage. 
  If the spell can deal damage on more than one turn, it deals this 
  extra necrotic damage only on the turn it casts the spell.
  •  Elongation. If the spell’s range is at least 30 feet, it becomes 
  400 feet.
  •  Hinderance. If the spell requires the target to make a saving 
  throw, increase the spell’s save DC by 2, for the initial saving 
  throw. 
   
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  Blood Mage Exemplar
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 117 (18d8 + 14)
  Speed 30 ft.
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  Spellcasting. The blood mage is a 18th-level spellcaster. Its  spell-
  casting ability is Intelligence (spell save DC 17, +9 to hit with 
  spell attacks). The blood mage has the following spells prepared:
  Cantrips (at will): blood beam, light, mage hand, shocking grasp,   
     ray of frost
  1st level (4 slots): mage armor, magic missile, shield, sleep 
  2nd level (3 slots): invisibility, mirror image*
  3rd level (3 slots): blood hound, blood spear, counterspell
  4th level (3 slots): banishment, fire shield, sanguine explosion
  5th level (3 slots): acidosis,scrying, wall of force
  6th level (1 slot): Piscaethce’s blood tentacles
  7th level (1 slot): bloodstream domination
  8th level (1 slot): mind blank*
  9th level (1 slot): foresight* 
  *The blood mage prime casts these Spells on itself before combat. 
  Blood Casting (18 Hit Dice/Half restored after a Long Rest): When 
  the blood mage casts a spell with a spell slot, it can expend two 
  Hit Dice to augment its effects for this casting. It can choose 
  one of the options detailed below:
  •  Amplification. If it rolls damage for the spell when it casts it,  
  increase the damage against every target by 2d8 necrotic dam-
  age. If the spell can deal damage on more than one turn, it deals 
  this extra necrotic damage only on the turn it casts the spell.
  •  Elongation. If the spell’s range is at least 30 feet, it becomes 
  400 feet.
  •  Hinderance. If the spell requires the target to make a saving 
  throw, increase the spell’s save DC by 2, for the initial saving 
  throw. 
  Sigil of Blood: The blood mage can cast Bloodlust as an action, 
  once without expanding a spell slot.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  ReActions
  Blood Shield (18 Hit Dice/Half restored after a Long Rest): The 
  blood mage can spend hit dice and reduce damage by 6 for 
  every hit die spend (maximum of 6 hit die at a time).
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2)
  14 (+2)
  16 (+3)
  11 (+1)
  12 (+1)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  14 (+2)
  20 (+5)
  15 (+2)
  17 (+3)
  
  90
  APPENDIX  | NONPLAYER CHARACTERS
  Young Nameia
  
  91
  APPENDIX | NONPLAYER CHARACTERS
  Blood Sorcerer
  Medium humanoid (any race), any alignment
  Armor Class 15 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  Saving Throws Con +6, Cha +6
  Skills Arcana +5, Persuasion +8, History +5
  Senses passive Perception 13
  Languages any two Languages
  Challenge 5 (1,800 XP)
  Innate Blood Magic. The blood sorcerer requires no spell focus to 
  cast spells. It instead uses its life force to channel magic through.
  Sanguine Transfusion (Once per Long Rest).  As an action, the 
  blood sorcerer can recover spell slots that have a combined of 
  4th level or lower. It immediately suffers 1d6 points of necrotic 
  damage per spell slot level recovered.
  Spellcasting. The blood sorcerer is a 8th-level spellcaster. Its  
  spellcasting ability is Charisma (spell save DC 15, +6 to hit 
  with spell attacks). The blood sorcerer has the following spells 
  prepared:
  Cantrips (at will): blood beam*, fire bolt, mage hand, prestidigitation
  1st level (4 slots): blood puppet*, mage armor, magic missile, shield  
  2nd level (3 slots): enhance ability, ray of enfeeblement mirror image,  
     see invisibility
  3rd level (3 slots): blood hound*, counterspell, dispel magic
  4th level (1 slot): sanguine explosion*
  *These spells are detailed on the Blood Spells chapter of the book. 
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  Blood Sorcerer Overseer
  Medium humanoid (any race), any alignment
  Armor Class 17 (natural armor)
  Hit Points 148 (17d8 + 72)
  Speed 30 ft.
  Saving Throws Con +9, Cha +11
  Skills Arcana +5, Persuasion +8, History +5
  Senses passive Perception 15
  Languages any three Languages
  Challenge 11 (7,200 XP)
  Innate Blood Magic. The blood sorcerer requires no spell focus to 
  cast spells. It instead uses its life force to channel magic through.
   
  Sanguine Transfusion (Once per Long Rest).  As an action, the 
  blood sorcerer can recover spell slots that have a combined of 
  5th level or lower. It immediately suffers 1d6 points of necrotic 
  damage per spell slot level recovered. 
  Blood Sap (Once per Long Rest). As an action the blood sorcerer 
  targets a creature within 60 feet that it can see. The target 
  can make a Constitution saving throw against blood sorcerer’s 
  overseer spell save DC or take 10d6 necrotic damage on a failed 
  save, or half as much on a successful one. After dealing the 
  damage the blood sorcerer overseer regains hit points equal to 
  half the total damage dealt. This feature can’t affect Undead or 
  Constructs.
  Veil of Blood (Once per Long Rest). As a bonus action the blood 
  sorcerer can magically transform into a form made purely of 
  blood. In this form, it has resistance to all damage except cold 
  damage. When a creature hits it with a melee attack while in this 
  form, it can use its reaction to manifest spikes made of blood 
  that pierce the attacker dealing 3d10 necrotic damage. 
     It remains in this form for 1 minute. It ends early if it is inca-
  pacitated, if it dies, or if it dismiss it, as a bonus action.
   
  Spellcasting. The blood sorcerer overseer is a 17th-level spell-
  caster. Its  spellcasting ability is Charisma (spell save DC 19, +11 
  to hit with spell attacks). The blood sorcerer supreme has the 
  following spells prepared:
  Cantrips (at will): blood beam*, fire bolt, mage hand, prestidigitation
  1st level (4 slots): blood puppet*, mage armor, magic missile, shield 
  2nd level (3 slots): hold person,invisibility, misty step, see 
     invisibility
  3rd level (3 slots): blood hound*, counterspell, dispel magic 
  4th level (3 slots): confusion, greater invisibility, sanguine explosion*
  5th level (3 slots): acidosis*, geas, wall of force
  6th level (1 slot): chain lightning, globe of invulnerability
  7th level (1 slot): boiling blood*, teleport
  8th level (1 slot): maze, mind blank
  9th level (1 slot): foresight
  *These spells are detailed on the Blood Spells chapter of the book. 
   
  Actions
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  16 (+3)
  12 (+1)
  12 (+1)
  16 (+3)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  18 (+4)
  14 (+2)
  14 (+2)
  22 (+6)
  Blood Sorcerer
  Blood Sorcerer’s bloodline offers them extreme 
  resilience compared to other spellcasters, as well 
  as great innate control of blood that weaken their 
  enemies and bolster their abilities.
  
  92
  APPENDIX  | NONPLAYER CHARACTERS
  Circle of Blood Ritual
  
  93
  APPENDIX | NONPLAYER CHARACTERS
  Circle of Blood Druids 
  In order to protect nature druids of the Circle of the 
  Blood Court have learned to harness the powers of 
  Blood Magic. Using the other creature’s blood as 
  well as their own, in order to ensure that the nature’s 
  balance is preserved. 
  Circle of Blood Druid
  Medium humanoid (any race), any alignment
  Armor Class 16 (hide armor, shield)
  Hit Points 55 (9d8 + 11)
  Speed 30 ft.
  Saving Throws Int +3, Wis +6
  Skills Medicine +4, Nature +4, Perception +6
  Senses passive Perception 14
  Languages Druidic plus any two languages
  Challenge 5 (1,800 XP)
  Blood Offering (3/Day). When the druid rolls for damage or heal-
  ing for a spell, it can roll additional 12 (3d8) and add it to the 
  result of the damage or the healing of the spell. 
  Spellcasting. The druid is a 8th-level spellcaster. Its  spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  The druid has the following druid spells prepared:
  Cantrips (at will): druidcraft, mending, poison spray, produce     
     flame
  1st level (4 slots): cure wounds, detect blood*, faerie fire, speak with  
     animals
  2nd level (3 slots): animal messenger, blood infusion*, hold person
  3rd level (2 slots): bestow curse, crimson rain*, clairvoyance
  4th level (1 slot): locate creature, wall of fire 
  *These spells are detailed on the Blood Spells chapter of the book. 
   
  Actions
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. 
  Hit 5 (1d6 + 2) slashing damage. 
  Forbidden Shapes (2/Day). The druid magically polymorphs into a 
  monstrosity with a challenge rating of 2 or less, and can remain 
  in this form for up to 3 hours. The druid can choose wether its 
  equipment falls to the ground, melds with its new form, or is 
  worn by the new form. The druid reverts to its true form if it 
  dies or fall unconscious. The druid can revert to its true form 
  using a bonus action on its turn. 
    While in a new form, the druid retains its game statistics, but 
  its AC, movement modes, Strength, and Dexterity are replaced 
  by those of the new form, and it gains any special senses, pro-
  ficiencies, traits, actions, and reactions (expect class features, 
  legendary actions, and lair actions) that the new form has but 
  that it lacks. It can cast its spells with verbal or somatic compo-
  nents in its new form. 
     The new form’s attacks count as magical for the purpose of 
  overcoming resistances and immunity to nonmagical attacks. 
  Circle of Blood Archdruid
  Medium humanoid (any race), any alignment
  Armor Class 16 (hide armor, shield)
  Hit Points 132 (24d8 + 24)
  Speed 30 ft.
  Saving Throws Int +6, Wis +9
  Skills Medicine +6, Nature +6, Perception +11
  Senses passive Perception 19
  Languages Druidic plus any two languages
  Challenge 12 (8,400 XP)
  Blood Offering (5/Day). When the archdruid rolls for damage or 
  healing for a spell, it can roll additional 20 (5d8) and add it to the 
  result of the damage or the healing of the spell. 
  Spellcasting. The archdruid is a 18th-level spellcaster. Its  spell-
  casting ability is Wisdom (spell save DC 17, +9 to hit with spell 
  attacks). The archdruid has the following druid spells prepared:
  Cantrips (at will): druidcraft, mending, poison spray, produce     
     flame
  1st level (4 slots): cure wounds, detect blood*, faerie fire, speak with  
     animals
  2nd level (3 slots): animal messenger, blood infusion*, hold person
  3rd level (3 slots): bestow curse, crimson rain*, clairvoyance
  4th level (3 slots): dominate beast, locate creature, wall of fire
  5th level (3 slots): commune with nature, mass cure wounds, 
     tree stride
  6th level (1 slot): heal, heroe’s feast, sunbeam
  7th level (1 slot): fire storm
  8th level (1 slot): animal shapes
  9th level (1 slot): foresight
  *These spells are detailed on the Blood Spells chapter of the book. 
   
  Actions
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5ft., one target. 
  Hit 6 (1d6 + 3) slashing damage. 
  Forbidden Shapes (2/Day). The archdruid magically polymorphs 
  into a monstrosity with a challenge rating of 6 or less, and can 
  remain in this form for up to 9 hours. The archdruid can choose 
  wether its equipment falls to the ground, melds with its new 
  form, or is worn by the new form. The druid reverts to its true 
  form if it dies or fall unconscious. The archdruid can revert to its 
  true form using a bonus action on its turn. 
    Alternatively, the archdruid can expand 2 uses of this feature 
  to magically polymorph into a monstrosity with a challenger rat-
  ing of 10 or less and can remain in this form for up to 9 hours.  
    While in a new form, the archdruid retains its game statistics, 
  but its AC, movement modes, Strength, and Dexterity are re-
  placed by those of the new form, and it gains any special senses, 
  proficiencies, traits, actions, and reactions (expect class features, 
  legendary actions, and lair actions) that the new form has but 
  that it lacks. It can cast its spells with verbal or somatic compo-
  nents in its new form. 
     The new form’s attacks count as magical for the purpose of 
  overcoming resistances and immunity to nonmagical attacks. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  12 (+1)
  16 (+3)
  11 (+1)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  12 (+1)
  14 (+2)
  20 (+5)
  15 (+2)
  
  94
  APPENDIX  | NONPLAYER CHARACTERS
  Crimson Painter 
  Bards who are of this college, are generally considered 
  to be a lower form of bard due to their rejection of the 
  other colleges and methods that their fellow bards 
  employ.  
     It is rumored that through practice and 
  determination, these bards can bring their artwork to 
  life to serve them as constructs in battle.
  Crimson Painter 
  Medium humanoid (any race), any alignment
  Armor Class 15 (chain shirt)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  Saving Throws Dex +5, Cha +5
  Skills Acrobatics +5, Perception+5, Performance +6
  Senses passive Perception 12
  Languages any two languages
  Challenge 4 (1,100 XP)
  Blood Marks (3/ Day). As a bonus action, the crimson painter can 
  place a mark of blood paint, on a target within 5 feet him. When 
  the crimson painter or an ally of it, hits a target with a blood 
  mark on them, it can trigger the magic of the mark, inflicting 2d6 
  necrotic damage on the target per blood mark triggered in this 
  way.
  Spellcasting. The crimson painter is a 8th-level spellcaster. Its  
  spellcasting ability is Charisma (spell save DC 14, +5 to hit 
  with spell attacks). The crimson painter has the following spells 
  prepared:
  Cantrips (at will): firebolt, friends, mage hand, vicious mockery
  1st level (4 slots): blood puppet*, hex, silent image, sleep 
  2nd level (3 slots): heat metal, hold person, invisibility
  3rd level (2 slots): bestow curse, dispel magic
  4th level (1 slot): polymorph
  *These spells are detailed on the Blood Spells chapter of the book.
  Taunt (3/Day). The crimson painter can use a bonus action on its 
  turn to target one creature within 30 feet of it. If the target can 
  hear the crimson painter, the target must succeed on a DC 14 
  Charisma saving throw or have disadvantage on ability checks, 
  attack rolls, and saving throws until the start of the crimson 
  painter’s next turn. 
   
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 +3) slashing damage.
  Crimson Master Painter 
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 123 (19d8 + 38)
  Speed 30 ft.
  Saving Throws Dex +5, Cha +5
  Skills Acrobatics +5, Perception+5, Performance +6
  Senses passive Perception 15
  Languages any four languages
  Challenge 10 (5,900 XP)
  Taunt (5/Day). The crimson painter can use a bonus action on its 
  turn to target one creature within 30 feet of it. If the target can 
  hear the crimson painter, the target must succeed on a DC 17 
  Charisma saving throw or have disadvantage on ability checks, 
  attack rolls, and saving throws until the start of the crimson 
  painter’s next turn.
  Blood Marks (5/ Day). As a bonus action, the crimson painter can 
  place a mark of blood paint, on a target within 5 feet him. When 
  the crimson painter or an ally of it, hits a target with a blood 
  mark on them, it can trigger the magic of the mark, inflicting 5d6 
  necrotic damage on the target per blood mark triggered in this 
  way.
  Animated Paintings(2/Day). The crimson painter can cast  
  Animate Objects as an action to animate a painting it has  
  created using its painter’s tools and blood as a paint supply. 
  Sanguine Brush. When the crimson painter targets a creature 
  that is affected by its Blood Marks feature, that creature has 
  disadvantage on the saving throw it makes against a spell the 
  crimson painter casts. Imposing disadvantage to the  
  target in this way, also consumes one blood mark placed on it.   
  Spellcasting. The crimson painter is a 18th-level spellcaster. 
  Its  spellcasting ability is Charisma (spell save DC 17, +9 to hit 
  with spell attacks). The crimson painter has the following spells 
  prepared:
  Cantrips (at will): firebolt, friends, mage hand, vicious mockery
  1st level (4 slots): blood puppet*, hex, silent image, sleep 
  2nd level (3 slots): heat metal, hold person, invisibility
  3rd level (3 slots): bestow curse, dispel magic, hunger of hadar
  4th level (3 slots): compulsion, confusion, polymorph
  5th level (3 slots): dominate person,modify memory, scrying
  6th level (2 slots): eyebite, flesh to stone 
  7th level (1 slot): bloodstream domination*
  8th level (1 slot): power word stun
  9th level (1 slot): infernal blood contract *
  *These spells are detailed on the Blood Spells chapter of the book.
   
  Actions
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 +4) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  12 (+1)
  10 (+0)
  13 (+1)
  16 (+3)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  15 (+2)
  12 (+0)
  15 (+2)
  20 (+5)
  
  95
  APPENDIX | NONPLAYER CHARACTERS
  
  96
  APPENDIX  | NONPLAYER CHARACTERS
  Sanguine Priests
  Most clerics, those of this domain are constantly tested 
  by their gods, as they choose their balance between 
  compassion and ferocity.
  Sanguine Priest
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  Saving Throws Con +5, Wis +6
  Skills Intimidation +4, Religion +6
  Senses passive Perception 13
  Languages any two languages
  Challenge 5 (1,800 XP)
  Spellcasting. The sanguine priest is a 8th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit with 
  spell attacks). The sanguine priest has the following cleric spells 
  prepared:
  Cantrips (at will): light, mending, sacred flame, spare the dying
  1st level (4 slots): divine favour, guiding bolt, sleep, ray of  
            
      sickness
  2nd level (3 slots): alter self, magic weapon, prayer of  healing, ray  
      of enfeeblement
  3rd level (3 slots): crimson rain*, dispel magic, haste, 
     vampiric touch
  4th level (2 slot): aura of blood*, compulsion, guardian of faith,     
      sanguine explosion* 
  *These spells are detailed on the Blood Spells chapter of the book. 
   
  Actions
  Multiattack. The sanguine priest makes two maul attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 
  10 (2d6 + 3) bludgeoning damage. 
  ReActions 
  Vein Restraint. When the sanguine priest gets attacked by a 
  creature within 30 feet of it, that it can see, it can use its reac-
  tion to impose disadvantage on the attack roll, causing terrible 
  pain to the attacker’s blood system before it hits or misses. An 
  undead or construct is immune to this feature.
  Sanguine Archpriest
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
  Saving Throws Con +7, Wis +10
  Skills Intimidation +8, Religion +12
  Damage Resistances necrotic
  Condition Immunities poisoned, frightened 
  Senses passive Perception 16
  Languages any four languages
  Challenge 10 (5,900 XP)
  Spellcasting. The sanguine archpriest is a 16h-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 17, +10 to hit 
  with spell attacks). The sanguine archpriest has the following 
  cleric spells prepared:
  Cantrips (at will): light, mending, sacred flame, spare the dying
  1st level (4 slots): aggravate wounds*, guiding bolt, sleep, 
     ray of sickness
  2nd level (3 slots): alter self, blood infusion*, prayer of  healing, 
     ray of enfeeblement
  3rd level (3 slots): crimson rain*, dispel magic, expunge blood*,    
     vampiric touch
  4th level (2 slot): banishment, compulsion, guardian of faith,     
     sanguine explosion* 
  5th level (2 slots): aura of blood*, dominate person, flame strike,  
     mass cure wounds
  6th level (1 slot): heal, piscaethces blood tentacles*
  7th level (1 slot): fire storm, resurrection
  8th level (1 slot): holy aura
  *These spells are detailed on the Blood Spells chapter of the book.
  Blood Syphon (2/Recharges after a Short Rest). When the sanguine 
  archpriest hits a creature with a melee weapon attack, it can use 
  this feature to deal weapon’s damage and 15 necrotic damage. It 
  regains hit points equal to half the amount of necrotic damage 
  dealt.
  Crimson God’s Aura (Recharges after a Long Rest). The sanguine 
  archpriest can use its action to activate an aura of necrotic 
  energy with 30 feet radius centred on it that lasts for 1 minute 
  or until it dismiss it using another action.  
  Any enemy creatures that start their turn within the aura or 
  enter it for the first time on their turn immediately suffer 2d8 
  necrotic damage. Also, any creature that ends its turn within the 
  aura suffers vulnerability to necrotic damage while remaining 
  inside the aura’s range. 
   
  Actions
  Multiattack. The sanguine archpriest makes two maul  
  attacks.
  Maul. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 
  11 (2d6 + 4) bludgeoning damage plus 9 (2d8) necrotic damage. 
  ReActions 
  Vein Restraint. When the sanguine archpriest gets attacked by a 
  creature within 30 feet of it, that it can see, it can use its reac-
  tion to impose disadvantage on the attack roll, causing terrible 
  pain to the attacker’s blood system before it hits or misses. An 
  undead or construct is immune to this feature.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  16 (+3)
  11 (+0)
  17 (+3)
  13 (+1)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  16 (+3)
  13 (+1)
  20(+5)
  15 (+2)
  
  97
  APPENDIX B | MONSTER LISTS
  Chapter 1
  Animated Painting ...................................................... 7
  Chapter 4
  Aldus Colvard (CR: 18).............................................. 37
  Cordelia Kahler (CR: 18).......................................... 39
  Nameia Hagar (CR: 23)............................................. 42
  Rowley Gunter (CR: 18)............................................ 44
  Galinndan Lathalas (CR: 24).................................. 46
  Chapter 6
  Abyssal Scavenger (CR: 2)....................................... 54
  Angel of Decay (CR: 15)............................................ 55
  Abyssal Rotfiend (CR: 17)........................................ 56
  Astral Stalker (CR: 10).............................................. 57
  Blood Demon  (CR: 7)................................................ 58
  Greater Blood Demon (CR: 12).............................. 58
  Blood Elemental (CR: 5)........................................... 60
  Greater Blood Elemental (CR: 9)...........................60
  Blood Fiend (CR: 14)................................................. 61
  Bloodfire Ooze (CR: 7).............................................. 62
  Bloodhulk Fighter (CR: 4)........................................ 63
  Bloodhulk Giant (CR: 6)........................................... 63
  Bloodhulk Crusher (CR: 9)...................................... 64
  Carnage Demon (CR: 2)........................................... 64
  Blood Golem of Hextor (CR: 14)............................ 65
  Brain Golem (CR: 9)................................................... 66
  Demonflesh Golem (CR: 16)................................... 67
  Hellfire Golem (CR: 16)............................................ 67
  Klurichir (CR: 20)........................................................ 68
  Mohrg (CR: 6)............................................................... 69
  Penanggal (CR: 8)....................................................... 70
  Sanguineous Drinker (CR: 5)................................. 71
  Seszrath (CR: 16)........................................................ 72
  Wendigo Manhunter (CR: 5)................................... 73
  Wendigo Soulcatcher (CR: 10)............................... 73
  Wendigo Primal Spirit (CR: 16)............................. 74
  Wrack Spawn (CR: 1/2)............................................ 74
  Appendix
  Bloodcurser (CR: 5)................................................... 76
  Bloodcurser Instigator (CR: 10)............................. 76
  Bloodrager (CR: 5)...................................................... 77
  Bloodrager Chieftain (CR: 10)................................ 77
  Blood Arts Adept (CR: 5).......................................... 78
  Blood Arts Master (CR: 10)..................................... 78
  Blood Fanatic (CR: 5)................................................ 79
  Blood Fanatic Lieutenant  (CR: 10)..........................79
  Blood Hunter (CR: 5)................................................. 80
  Blood Huntmaster (CR: 10)..................................... 80
  Blood Knight (CR: 5).................................................. 81
  Blood  Knight  Commander   (CR: 13)........................81
  Blood Lord’s Crimson Hand (CR: 9).........................82
  Blood Lord’s Hand (CR: 6)....................................... 82
  Blood Mage (CR: 5).................................................... 83
  Blood Mage Exemplar (CR: 12)............................. 83
  Blood Sorcerer (CR: 5)............................................. 85
  Blood Sorcerer Overseer (CR: 11)..........................85
  Circle of Blood Archdruid (CR: 12)..........................87
  Circle of Blood Druid (CR: 5).................................. 87
  Crimson Painter (CR: 4)........................................... 88
  Crimson Master Painter (CR: 10)..........................88
  Sanguine Archpriest (CR: 10)................................. 90
  Sanguine Priest (CR: 5)............................................ 90
  Appendix B: Monster List 
  
  98
  APPENDIX  | NONPLAYER CHARACTERS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Stratos Fotakis/Stratos Fotakis - Nameias Crimson Tome.pdf