Ghyreth Cult Hemomancer (5e Creature)

Campaign Setting: Worlds Collide
Players Guide
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Races available for the Worlds Collide setting.
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Classes and archetypes available for the Worlds Collide setting.
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Backgrounds available for the Worlds Collide setting.
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Various gear, goods, equipment and magical items available for the Worlds Collide setting.
Magic
Rules of magic in the Worlds Collide setting, including basic uses and practices in nine worlds.
Pantheon
Prominent and not-so-much-prominent deities in the Worlds Collide setting.

About Worlds Collide

Nine Worlds
Nine worlds in Material Plane, overlapped and shattered by the Worlds Collide incident.
Overworlds
Astral Planes, Ethereal Planes, Elemental Planes, and many other demiplanes that exist "above" the nine worlds.
Underworlds
Underdark and many other demiplanes that exist "below" the nine worlds.
Bestiary
Monsters and miscellaneous creatures from nine worlds, overworlds, and underworlds.
NPCs
Notable individuals and organizations in nine worlds, overworlds, and underworlds.

Dungeon Master's Guide

To be added.

Ghyreth Cult Hemomancer

Medium humanoid (any race), any evil alignment


Armor Class 15 (natural armor)
Hit Points 65 (9d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 13 (+1) 14 (+2) 10 (+0) 18 (+4)

Saving Throws Con +5, Cha +8
Skills Arcana +6, Intimidation +8
Damage Resistances fire
Senses passive Perception 10
Languages Draconic and any one language (usually Common)
Challenge 9 (5,000 XP)


Spellcasting. The hemomancer is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The hemomancer knows the following sorcerer spells:

Cantrips (at will): chill touch, fire bolt, light, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): burning hands, charm person, color spray, magic missile
2nd level (3 slots): gust of wind, hold person, scorching ray
3rd level (3 slots): fireball, lightning bolt
4th level (3 slots): wall of fire
5th level (2 slots): hold monster
6th level (1 slot): sunbeam

Font of Magic. The hemomancer has 11 sorcerer points, which is used to to fuel its Metamagic. The hemomancer regains all spent sorcery points when it finishes a long rest.

Metamagic. The hemomancer knows three Metamagic options from the sorcerer class.

ACTIONS

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.


Ghyreth, or the Rightful Dominator of Nine Worlds as his followers call him, possess an exceptional treachery for a red dragon. One of his plan to take over the world involved his own blood spilled upon his faithful cultists. As if a dragon voluntarily spilling blood was already unusual, the crazed cultists would willingly take their master's ichor upon them as the boiling fluid sizzles their flesh and unleashes a deadly dose of draconic magic upon them, gnawing their life from within.

Very few ever survives from this rite. These unfortunate victors are bestowed with a flow of magic within them, which grants them supernatural power that can easily devastate an entire battalion. These thaumaturges, known as the hemomancers, are among the most fearsome defender of Ghyreth-Vaanyl and the most dangerous combatants of the Ghyreth cult.


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gollark: I don't believe in beds.
gollark: No, it's fully automated.
gollark: Me. They're shipped to Mars to keep them out of consumer hands.
gollark: Forcing them on others would be if I used the orbital mind control lasers.
gollark: Well, that's true inasmuch as people have memory, I guess.
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