Haemomancer

Medium humanoid (any race), neutral evil

Armor Class 14

14 Hit Points 87 (12d8 + 23)

87 (12d8 + 23) Speed 30 ft.

STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 15 (+2) 13 (+2) 11 (+0)

Saving Throws Dex +6, Intel +5

Dex +6, Intel +5 Skills Acrobatics +7, Aracana +5, Religion +5, Medicine +4

Acrobatics +7, Aracana +5, Religion +5, Medicine +4 Senses passive Perception 12

passive Perception 12 Languages any two languages

any two languages Challenge 7 (2,900 XP)

Blood Fever. The Heamomancer casts a blood ritual on itself, sacrificing a hit die and entering a blood fever-induced rage as a Bonus Action.

While raging, it gains the following benefits:

Once on its turn, the Heamomancer can use 10 feet of its movement to step magically into a pool of blood within its reach and emerge from a second pool of blood within 30 feet of the first pool, appearing in an unoccupied space within 5 feet of the second pool. Both pools must be Medium or bigger.

When the Heamomancer makes a melee weapon Attack using Dexterity, the range of the weapon increases by 5ft and it gains an additional 2d8 necrotic damage.

The Heamomancer has advantage on Dexterity Checks and Dexterity Saving Throws.

The Haemomandcer must sacrifice a hit die at the beggining of its turn to maintain the Blood Fever and is unable to cast or concentrate on spells while raging.

Bloodsense. The Haemomancer has Advantage on Perception checks involving creatures with blood.

Actions

Silver Dagger. Melee and Ranged Weapon Attack: +7 to hit, reach 5 ft. or 20/60 ft., one target. Hit 8 (1d4 + 6) piercing damage.

Heamokinetic Combat. The Haemomancer sacrifices one hit die to materialise a bloody weapon in the form of its choice in its free hand for one minute. The Haemomancer is proficient with the weapon, which lasts until the spell ends. In addition of the weapon's base damage, it deals 2d8 necrotic damage on a melee attack hit.

If the weapon is dropped or thrown, it dissolves into a medium-sized pool of blood at the end of the turn. While the spell persists, the Haemomancer can use a bonus action to cause the weapon to reappear in their hand or change its shape.

Syphoning Strike. The Haemomancer targets a wounded creature in 30 ft. and attempts to syphon off its blood. The target must succeed a DC 16 Constitution saving throw or take 1d8 piercing damage and the Heamonancer gains 1d4 hit die. On a critical failure, the target also gains one level of exhaustion.

Reactions

Ferritin Shield. The Haemomancer sacrifices a hit dice, causing dark blood to cover its body and harden into a crystal-like armour. Until the start of its next turn, the Haemomancer gains a +5 bonus to AC, including against the triggering attack.