BUT FIRST–what are those previous hack posts about?
- First post: GENERAL general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.
- Second post: EQUIPMENT the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor
- Third post: ARCHETYPES Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype
- Fourth post: ARCHETYPES Assault space marine barbarian archetype and the Imperial Commissar fighter archetype
- Fifth post: ARCHETYPES Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype
- Sixth post: ARCHETYPES ASSASSINORUM CLADES! My favorite. ❤
- Seventh post: ARCHETYPES Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)
- Eighth post: ARCHETYPES Sneaky space marines (I am Alpharius) and Rogue Trader bards!
- Ninth post: ARCHETYPES Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)
- Tenth post: FEAT & TEMPLATE One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin
- Eleventh post: NPCs More in-depth and specific advice about xenos reskins (definitely handy for the GM!) along with unarmed, armored, and chaos space marine statblocks
- Twelfth post: NPCs Librarian and Techmarine statblocks (along with quick rules to reskin an archmage into a tech priest NPC)
- Thirteenth Post: NPCs Cognitae Agent, Dreadnought, and Rogue Psyker
Fourteenth Post: NPCs We started diving into titans with Chaos/Imperium Warhounds, the Revenant Titans of the Eldar, and Stompa Ork Gargants (for da Waaagh!!!). - Fifteenth Post: NPCs Today’s the end of the titans–one each for Squats and Tau, plus my favorite version of walking death in Warhammer 40,000: the Lutomorbus.
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Today’s Post: NPCs Blood for the Blood God!
Bloodletter
Large fiend, chaotic evil
Armor Class 14
Hit Points 126 (12d10+60)
Speed 50 ft., leap 30 ft. (20 ft. vertical)
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 19 (+4) | 21 (+5) | 14 (+2) | 17 (+3) | 16 (+3) |
Skills Athletics +10, Perception +7, Stealth +8, Survival +7
Damage Vulnerabilities radiant
Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Dark Tongue
Challenge 9 (5,000 XP)
Aggressive. As a bonus action, the bloodletter can move up to its speed toward a hostile creature that it can see.
Aura of Fear. Creatures within 20 feet of the bloodletter must succeed on a DC 15 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 bloodletter’s aura of fear for the next 24 hours.
Blood for the Blood God. For every creature it reduces to 0 hit points, the bloodletter gains a +1 bonus to damage on melee attacks for 1 minute (up to a maximum of +5).
Blood Frenzy. The bloodletter has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Daemon Aura. Hostile creatures within 30 feet of the bloodletter have disadvantage on Wisdom saving throws and saving throws against fear.
Magic Resistance. The bloodletter has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The bloodletter attacks four times.
Hellblade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) magical slashing damage. On a critical hit or when the bloodletter reduces a creature to 0 hit points, creatures able to see the attack make a DC 15 Wisdom saving throw or gain the frightened condition for 4 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Blood for the Blood God!
Bloodthirster
Huge fiend, chaotic evil
Armor Class 17 (natural armor)
Hit Points 324 (16d12+112)
Speed 60 ft., fly 100 ft.
STR | DEX | CON | INT | WIS | CHA |
26 (+8) | 22 (+6) | 25 (+7) | 18 (+4) | 19 (+4) | 20 (+5) |
Skills Athletics +14, Perception +10, Stealth +12, Survival +10
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, necrotic, psychic, thunder; bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned, stunned
Senses darkvision 250 ft., passive Perception 20
Languages Dark Tongue
Challenge 17 (18,000 XP)
Aggressive. As a bonus action, the bloodthirster can move up to its speed toward a hostile creature that it can see.
Aura of Fear. Creatures within 50 feet of the bloodthirster must succeed on a DC 19 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 bloodletter’s aura of fear for the next 24 hours.
Blood for the Blood God. For every creature it reduces to 0 hit points, the bloodthirster gains a +1 bonus to damage on melee attacks for 1 minute (up to a maximum of +10).
Blood Frenzy. The bloodthirster has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Daemon Aura. Hostile creatures within 60 feet of the bloodthirster have disadvantage on Wisdom saving throws and saving throws against fear. An allied creature within 60 feet of the bloodthirster regains 1 hit point at the start of its turn and advantage on its first attack roll each round.
Magic Resistance. The bloodthirster has advantage on saving throws against spells and other magical effects.
Regeneration. The bloodthirster regains 10 hit points at the start of its turn. If the bloodthirster takes radiant damage, this trait doesn’t function at the start of the bloodthirster’s next turn. The bloodthirster dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Supreme Strike (3/short rest). Once per turn when taking the attack action, the bloodthirster can declare one attack to be an automatic hit.
ACTIONS
Multiattack. The bloodthirster attacks four times.
Axe of Khorne. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 26 (4d8+8) magical slashing damage. On a critical hit or when the bloodthirster reduces a creature to 0 hit points, creatures able to see the attack make a DC 19 Wisdom saving throw or gain the frightened condition for 6 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Whip of Khorne. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 22 (4d6+8) magical slashing damage, and the target must succeed on a DC 22 Strength saving throw or be pulled up to 25 feet toward the bloodthirster. On a successful save the target is knocked prone.
[…] Sixteenth Post: NPCs Blood for the Blood God! […]
[…] Sixteenth Post: NPCs Blood for the Blood God! […]
[…] Sixteenth Post: NPCs Blood for the Blood God! […]