_Vampiric Arcanists of Pain, Blood, and Vengeance_ --- **Medium Undead (Vampire), Lawful Evil** **Armor Class** 21 (Living Blood Ward) **Hit Points** 398 (38d8 + 228) **Speed** 30 ft., hover 20 ft. --- **STR** 16 (+3) **DEX** 18 (+4) **CON** 23 (+6) **INT** 20 (+5) **WIS** 22 (+6) **CHA** 25 (+7) --- **Saving Throws** Con +13, Wis +13, Cha +14 **Skills** Arcana +12, Insight +13, Intimidation +14, Religion +12, Medicine +13 **Damage Resistances** necrotic, fire, psychic; nonmagical weapons **Damage Immunities** poison, radiant (within Bloodmist Aura) **Condition Immunities** charmed, frightened, paralyzed, poisoned, stunned **Senses** truesight 60 ft., passive Perception 20 **Languages** Common, Veinscript, telepathy 120 ft. **Challenge** 24 (62,000 XP) **Proficiency Bonus** +7 --- ### Traits **Blood Curse Caster.** The Blood Witch uses blood components and vitae threads to cast spells. Any spell that would normally require a material component instead uses a drop of the target’s blood. This allows the Blood Witch to bypass spell material components and trigger unique curse effects on blood-bound targets. **Bloodmist Aura.** While below half health, a 30 ft. radius crimson fog surrounds the Blood Witch. All creatures that start their turn in the fog take 14 (4d6) necrotic damage and must succeed a DC 20 Wisdom save or have disadvantage on saving throws against the Blood Witch’s magic until end of next turn. **Witch’s Cruor.** Once per round, when a creature within 60 ft. takes damage from any source, the Blood Witch can siphon part of their vitality: regain 10 hit points or empower the next blood curse. **Mythic Resistance.** When the Blood Witch fails a saving throw, she can choose to succeed instead. 3/day. --- ### Spellcasting The Blood Witch is a 20th-level spellcaster. Her spellcasting ability is Charisma (save DC 22, +14 to hit with spell attacks). She requires no material components. **Cantrips (at will):** chill touch, thaumaturgy, bloodletting needle (custom), mage hand **1st level (4 slots):** command, shield, hellish rebuke **2nd level (3 slots):** hold person, mirror image, phantasmal force **3rd level (3 slots):** counterspell, vampiric touch, bestow curse **4th level (3 slots):** greater invisibility, phantasmal killer **5th level (2 slots):** cloudkill, dominate person **6th level (1 slot):** harm **7th level (1 slot):** forcecage **8th level (1 slot):** feeblemind **9th level (1 slot):** power word kill --- ### Actions **Bloodbinding Lash.** _Melee Spell Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 24 (5d6 + 7) necrotic damage and the target is tethered by a blood lash. While tethered (1 minute, DC 20 Strength or Constitution to break), the target cannot take the Dash or Disengage action and takes 10 damage if it moves more than 15 ft. away. **Sanguine Implosion (Recharge 5–6).** Forces all creatures within 20 ft. of a point within 60 ft. to make a DC 22 Constitution saving throw. On a failed save, creatures take 45 (10d8) necrotic damage and are pulled 10 ft. toward the center. On a successful save, they take half damage. **Blood Tithe (1/day).** Forces up to 5 creatures within 60 ft. to make a DC 22 Constitution saving throw. On a failure, the creature is stunned for 1 round and the Blood Witch regains 10 HP per failed save. --- ### Legendary Actions The Blood Witch can take 3 legendary actions, only one at a time, at the end of another creature’s turn. Regains at the start of her turn. - **Crimson Grasp.** Target within 30 ft. must make a DC 20 Strength saving throw or be restrained by ghostly blood hands until the end of their next turn. - **Blood Sight.** The Blood Witch gains truesight and advantage on her next spell attack roll. - **Exsanguinate Curse (Costs 2).** Target under a blood curse must make a DC 22 Constitution save or take 27 (6d8) necrotic damage and suffer disadvantage on their next saving throw.