Death Kiss

Death Kiss

Large aberration
Challenge

STR
4
DEX
2
CON
4
INT
0
WIS
1
CHA
0

161
17d10+68
18
Soak
1
Fort
+7
Ref
+3
Will
+3
Defense note natural armor
Damage immunities lightning
Condition immunities prone

Speed 0 m., fly 5 m. (hover)
Skills Occult +3 (14), Perception +4 (15)
Senses darkvision 20 m.
Languages Aklo, Undercommon

Lightning Blood. A creature within 1 meter of the death kiss takes 10 (3d6) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

Maneuvers. The death kiss uses maneuvers (maneuver save Difficulty 16). It has 10 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacle only)

1 stamina die: spring attack

Spellcasting. The death kiss uses Occult (int) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 5 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: analyze blood, blood drain, blood purge, bloodhound

Actions (3)

Tentacle. Melee Weapon Attack: +7 to hit, reach 4 m. Hit: 14 (3d6 + 4) piercing damage. If the death kiss uses the grapple maneuver, the target is restrained until the grapple ends. The death kiss has ten tentacles.

Blood Drain (1/turn). One creature grappled by a tentacle of the death kiss must make a Difficulty 16 Fortitude saving throw. On a failure, it takes 54 (12d8) lightning damage, and the death kiss regains half as much health.

Far Realm, Underdarkvgtm

Maneuvers

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

Spells

As you spend 1 minute to cast this spell, you touch at least one drop of blood to analyze the creature to which the blood belongs. You learn the creature’s species, gender, or age category such as adolescent, adult, or elderly (your choice).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to learn all three details about the creature.

  • You can expend 1 additional mana to learn when and how the creature lost the blood, any kind of disease or poison in the blood, or any level of radiation in the blood.

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As an action, you can manipulate the vitality of a creature within 10 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

The creature must have blood in its body or this spell has no effect.

1 hour/mana

As an action, you can smell creatures that don’t have full health within 10 meters for the duration, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on skill checks to track any creature that doesn’t have full health.